As-in, not a dedicated server. You would host a server much like you would host a listen server for a source game or most games on XBox. The host would also be playing the game, their computer acting as the server. If the clients do more of the prediction and the server just verifies those predictions it reduces the workload for whoever is hosting.T-Bone wrote: I don't really get this. If most of the work is done server side, that puts less strain on the player's computer. And that's what matters, isn't it? The ones hosting servers can worry about having a powerful enough computer.
What I'd worry about in that case is connection speeds. Depending on what kind of game you are trying to make, this might not be an issue (for example, a classic RPG).
Most people wouldn't cheat, I agree, but it seems silly to develop something where its easy to cheat. I'll have to think of some snazzy way of doing things.