If I have a two player game and let’s say it’s just two tanks shooting at each other, if both tanks have hardly any life and they both shoot at each other at almost the same time if there is a lag on either sides internet connection it could have the possibility of saying on Players 1’s screen that they won while Player two will see that they had the final shot and won as well.
When it comes to games where physics or things like the example above happen, I imagine there will times when on screen you see your bullet hitting their tank first (and thus you win) but because of a momentary lag, it’ll get to the server a bit late and thus player 2 will win.
I hope this scenario makes sense. I’m wondering how this is typically handled. I’d rather not have the server do all the logic. Also, sending a timestamp on each bullet fired seems too much. Ideas?