If the angle speed is ignored, the image seen by the network will be a serrated arc when the racing is abducted, and is not smooth. So here, one angular speed concept is proposed. When the left / right button of the keyboard is pressed, multiple angular velocity in the PDU package, then the far end after receiving the message, followed by the angular velocity simulation of the racing When the left and right bounces, the angular velocity is 0, and this time you need to send a message to 0. A more troublesome problem that needs to be considered: When the user clicks on the left / right button, the happly frequency changes very quickly, so it is the same as the track and speed, and there is also a set value to be buffered. The temporary solution is that the client sets a memory, when the left / right button is pressed, start the scheduler, when the left / right button is sent, release the timer, do not have a package. When the timer arrives, calculate the difference between a circular motion according to the time of the memory, plus this difference, form a new PDU package together, send it to the distal, which can be better Simulated prediction effect. PS, if you don't understand the DR algorithm, please search the keywords such as DEAD Reckoning synchronization to find the relevant content, or refer to my "Talk Network Game Synchronization".