I know, the concept is oldish. I don't know the guts of the implementation, but the server is definitely involved. I don't think this thing has been client/client since Flaming Cliffs came to be.

Originally Posted by Brit44 'Aldo'
Quote
"each client simulates the missile independently"

I do not have a dog in this fight and I will not be following at any regular bases, but what you have described is the client / client protocols of the Y2K era ( ie DX6 and DirrectPlay). With server / client protocols, the firing unit should send the time / action to the server. The server then updates the other clients and adds the entity to the servers 'world'.


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44th VFW