Hi everyone, first post here.
Im working on a top-down multiplayer shooter game. Right now im working on the network code (using kryonet). This is my first multiplayer project so my networking knowledge is limited.
The first version of the networking code consisted of the server sending a packet containing information about the world every frame. I quickly realised that sending 60 big packets every second to every player is too much, so i set a limit on how often the server would send packets. Now, since the clients were no longer getting an update every frame, the game started to lag and stutter. I solved this by adding interpolation and now the problem is gone. Well, except that now I have input delay to deal with.
If I get it right, I understand that I must implement client side prediction. I don’t know how to do it thought, and thats why I made this thread. It would be much appriceated if you could explain how I should implement prediction.