Don’t tell the client what’s going on outside its vision, I suppose? Add a small buffer to compensate for latency, so wall hack would be more of a “corner hack”.
Don’t tell the client what’s going on outside its vision, I suppose? Add a small buffer to compensate for latency, so wall hack would be more of a “corner hack”.
I imagine the alternative way to combat kernel-level cheats would be asking player for all his game state data, validating it on a server?
Wouldn’t work on peer-to-peer and you’d have to do a bunch of unnecessary compute(recalculating every tick if player-generated data is possible according to game rules) but its the only way I can think of.
You folks are living in the stone age. In the current millennium, plenty of consumer-grade pre-built planets are available.
All you have to do is occasionally spend your weekend debugging incompatibility of gravity and quantum layers.
I mean, its free no-authentication VMs. They had to put at least some guards against abuse.
True, can’t think of how would you combat a cleverly written aim-bot.