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"Never trust the client". The assumption should always be that the game client is lying to the server, whenever that's possible. In multiplayer games, a stream
by khedoros1 10y ago
"Never trust the client". The assumption should always be that the game client is lying to the server, whenever that's possible. In multiplayer games, a stream of keypresses is sent to the server, and a game state is sent back to the client.
At least, that's part of the argument that I assume they'd make.
- dikaiosune 10y agoTotally, although I assume at least some game shops are using shared C++ libraries on both client and server.