Topic: [SUGGESTION] Lag compensation / prediction for shooting
When you play a game like Battlefield 2 / 2142 / Bad Company, you notice that they all have some kind of "lag compensation" built in. When you click to shoot, the client "predicts" the shot and you see it immediately.
In Teeworlds, when you click to shoot, the client sends a "request" to shoot to the server and waits for the response before actually creating the projectile object. That means that there is a considerable delay between clicking and really shooting, and the delay depends on your ping. During the time between your click and the receipt of the message on the server, the enemy can have moved away.
It would be nice to have it in Teeworlds one day. It would make playing on the internet almost feel like playing in a LAN.
I think that these games implement it by keeping a "history" of the last few update steps. When you click and the message arrives at the server, it has to treat it like you shot [ping] ms ago (in the past) and then simulate what would have happened ("changing the past"). The drawback is that it makes the game logic more complex.