Movement networking for a Worms like game I want to implement a strategy artillery game, similar to Worms Arcanists. As game development (and game networking especially) is new to me, I was wondering whether this would be a good performant way to do the movement networking Server has all client's positions. Moving client to server Message start moving, moving direction Server now starts a simulation of the moving client moving. Server to all clients, except originating one, every 100ms(?) Message set client position client id, new position new position calculated by the server's simulation Clients lerp the moving client's position. Moving client to server Message stop moving server's simulation ends Server to all clients, including originating one Message set client position client id, final position all clients have the same position for the moving client in the end