Quote: "You could try blending again but use some fancy interpolation functions. See the "The Useful Community Functions Project" thread for all your interpolation needs. This seems like the best way to go about it. Perhaps somehow link the amount of interpolation based on how far off the timing is. Stretch it more towards the client when the timing is way off, or more towards the server when the timing is close."
I was really hoping to always use the host update positions, they are the 'true' placement, but I think you're right Jericho, I'll probably have to blend them somehow. I'll take a look
Quote: "you can send a message with flag "jump" and do this direct at client side. "
of course haha I wasn't thinking
Quote: "ok, its not pixcel perfect but almost accurate.
the timesteps are very small, i think you don't see a degree different."
That's true but how about cases like collisions? That's a slightly better example. It seems easier to simply use the same calculation system the server uses.