Fighting network latency

I finally decided to roll up my sleeves and stop postponing a major network code rework.

Current implementation uses a naive strategy of handling only aiming and turning locally on client while actual player movement is subject to full network latency with no compensation. This looks good when watching someone else play, but the lag in controls with average internet connection is unacceptable. I will have to implement proper client side prediction for player movement. Unfortunately my current network code is not very well suited for this and will require major refactoring. This is going to take a while..

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Posted on 2011-03-23