From: Torsten K. <in...@da...> - 2008-08-19 17:10:04
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Hello, network play and open source. How to protect against cheating the code? To protect single events like in championships you need input data to the sim of every participant and use it against a clean server instance afterwards - this should give same results. To protect match-up games via online service, this needs to be done somehow during each match to work - after the match the guys run away anyway. I suggest thinking in this general direction into more detail to adapt as soon as possible. Some requisites: - recalculable math operations in physics, independent of hardware. - randomization reproducible. whole thing impacts on current main game loop, as network play with synchronization does anyway. Needs decoupling of physics and display code paths - slow graphics must not interfere with the reproducible physics calculations. This protects against cheating in steering, manipulating the ships and such. But how about finding the enemy ? This is an extension to protect lets say for a race simulation - low on ideas at the mom on this. How about a wire-frame mode for display, for testing and low end machines? Just my thoughs. Need registration confirmation for the forum btw. Have done some rpm rolling to share. regards, good work !! |