Latency, Authoritative Server, Lag Compensation, Course Correction, Packet Drops and Client Side Prediction. These are things you would worry about when attempting to build a MMO game. For companies where the delay matters these logics are a must. This post is on setting up an Authoritative Server. There are different ways of setting up the authoritative server. Some of them is mentioned here. You have N clients and one client acts as the authoritative server: Imagine N clients with different machine configurations. The server would need to decide the best possible machine and have the physics simulation run in that. We then have issues with client disconnecting in which case we need to swap the authoritative client to another machine. This means we have to maintain all the state the game was in and move it to the new authoritative client. In an online environment this is simple nothing but nonsense. There is a dedicated server which simulates everything including physics and ...