Hi.
I am new to multiplayer games but I have read the guide on this forum and I have also read a other guides on the subject.
So far I have a super simple asteroids clone. I have a game loop on the server that handles all the movement and recieves input from the clients. The server sends state updates at regular intervals and the clients use interpolation to create a smooth movement and this works nice.
But when I try to add prediction into the clients loop algorithm I notice that it runs faster than the servers physics update 30 fps, even though my flash is running with 60 fps, but physics are locked fps at 30. Thus the server falls behind very fast even though its supposed to run with the same period. Now, I didn't expect them to run perfectly synchronized, but the client runs 1.5 times faster than the server.
What is the proper method to solve this issue?
/thanks