As I had mentioned in my post, my solution wasn’t “drag and drop”, it was merely to give developers the option to use server authoritative replication, not to force this bizarre new way of networking on existing games. The biggest difference in the case of movement abilities would be that the client wouldn’t have the authority to influence any of the factors that play into moving the character, rather it’s the clients job to interpret the current and potential future state of the game, sending inputs and state information to the server , and placing the character accordingly. On the other side it would be the server’s job to actually move and replicate the character states. We can already do this to some extent as seen with Chickynoid, server authoritative character replacement, but at the end of the day it’s very limited and will never compare to an official implementation.
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