This guide may be old by now, but it handles both interpolation and client prediction: Source Multiplayer Networking - Valve Developer Community
He says he already read them.
Though, I will say he could probably have saved a lot of time using SimEthereal which implements a networking layer like that. (Extrapolation/prediction is up to the game, though… SimEthereal does support interpolation.)
Thanks for all the feedback. As I said earler, I’ve implemented interpolation, prediction, lag-compensation etc… My actual problem is only how to adjust the position of the BCC accurately. I’ve had the idea of copying the original BCC but making the walkDirection bit more “accurate” so I can adjust the position by a specific amount, probably by removing the acceleration aspect. I’ll see how that goes.