No problem:) Im glad I can be of some help.
A few months back, I did read up on this. I found a document on the quake
engine, which was quite helpful. Ill try to track it down for you:).
I use the grid system, as I said above. I use a simple textual message protocol for things like this.
Without going into too much depth, I use TCP for important data, and UDP for positional data, and everything else.
When a player moves on the map, his client sends something like this to the server...
move <locationid>
The server then checks that there isnt any speed hacks, and that the new location is next to the old one. If its OK, then it broadcasts a similar message(plus player's id) to all other clients on the same map.
I also have "face <direction>", etc.
For you to properly send data in a 3d game, I cant give the definative answer. I havent looked into this more than I needed to, because it wasnt relevant. I would start trying something like this though....
I would not focus on exact positional data. I would, however send it periodically, to ensure the players are in the right place.
I would focus on sending rotational data(as in, what direction are they facing), and speed. So, velocity essentially.
If you were to implement jumping, you would have to make sure the client knew just how high they could jump.
In answer to your question about synchronised animation frames, I really wouldnt try it hytparadisee:).
There isnt really a need to do it, and people will not really notice the difference.
The IDEAL game to look at with this, is Unreal Tournament!
You just tell the client whats happening and it is up to it to cycle through walking animations, or swinging a sword.
I hope this is even slightly helpful:) I am here a lot now,
so I will try to answer all I can:)
If you happen to be working on a game like UT, then you will need to know how to swap guns and items of clothing on your 3d models.
I am trying to get a foolproof method for this too:)
Edit: Yes, it would be smart to send a stop command when the player stops. It will be tricky, as all things are. But im certain you will get the hang of it. Im just glad I dont have to do any of this right now;)