2 ms·
> You could use this model of recording inputs and playing them back on the server but that seems like it would be a ton of work if your game is popular The ma
by MaulingMonkey 11y ago
> You could use this model of recording inputs and playing them back on the server but that seems like it would be a ton of work if your game is popular
The main costs would be setting up servers / network serialization code, and isolating the game logic enough that you can reuse the same code on the client and server.
The latter is potentially useful for replay systems as well (so you can see how other top players are playing the game.)
> and an extraordinary cost for keeping a simple score board clean.
Some ways to keep costs down:
- Offload validation onto other clients (this is better suited for matchmaking based multiplayer games where you're communicating anyways, where it can be as simple as having both clients upload the score or result for a given match id - flag both clients when they disagree, whoever racks up flags consistently is cheating / has bad ram / ???)
- Only validate N% of the games from the event stream at random
- Only validate the top N% of scores from the event stream (who cares if people are cheating to give themselves terrible scores?)