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[ Picked text/plain from multipart/alternative ]
Clientside gathers input from the client, either through VGUI panels, or the
user command (see CUserCmd), and sends this to the server, where it is
applied to the game world. The client also has it's own copy of the "game
world", which it uses to locally handle the users input and "predict" the
effects on the game world eg weapon effects, weapon impacts, running into
objects (handled badly) etc.

Read up on:
http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
http://developer.valvesoftware.com/wiki/Working_With_Prediction
http://developer.valvesoftware.com/wiki/Weapon_Prediction
http://developer.valvesoftware.com/wiki/Lag_Compensation (written for HL1
but I think it mostly still applies to Source).

On 8/6/06, Aaron Schiff <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> Clientside = Visual/audio effects/simulation
> Server = Physical/gameplay simulation
>
> --
> ts2do
> --
>
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--
Lead Programmer for Resistance and Liberation
www.resistanceandliberation.com
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