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Any reasonable multiplayer game works like this. They mention it in the linked article: "We don’t share the state of other players if it doesn’t need to be shar
by dividuum 8y ago
Any reasonable multiplayer game works like this. They mention it in the linked article: "We don’t share the state of other players if it doesn’t need to be shared, so we can avoid common cheats like “map hacks”. Essentially the client only has the information it needs to show the current state of the game.
The problem is then that the state available to the client (like position of entities) is easily accessible in memory unless you implement some of the countermeasures they describe.
Streaming (as video) makes this harder as you'd then have to rely on visual information only. While this of course is also solvable using CV, it's a lot harder than looking at memory directly.
- stcredzero 8y agoThe problem is then that the state available to the client (like position of entities) is easily accessible in memory unless you implement some of the countermeasures they describe. Not a problem for my project. If you can't see it, the server isn't sending you anything.