Quote (irimi @ Apr 17 2013 04:57pm)
there's a ton of literature about this if you just google for it
but generally, most multiplayer games have either the server maintaining most of the state while clients have a "slice" of the game, or clients maintaining the state with the server acting as an intermediary between the clients
depending on the kind of game you're making, depending on your concerns about security (i.e. cheating, hacking, exploits), depending on the overall requirements, it may be more worthwhile to use one approach or the other
to add onto this i would avoid making the clients handle most of the data. it literally takes me 30 minutes to find memory addresses and control the entire client from an injected dll. if you had the client handle say player position and such i could simply teleport the user how ever far i want and the server would agree with it.
what i would do is have the server handle most of the positions and have the client be its slave. so if the client trys to say jump forward 200 meters the server would spot that say "nope" and rubber band them back to where they should be.
This post was edited by AbDuCt on Apr 17 2013 03:37pm