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The most obvious problem is probably that it's way easier to develop bots/cheats for those games. Since I'm currently developing a WebGL game I'm actively sear
by anty 16y ago
The most obvious problem is probably that it's way easier to develop bots/cheats for those games.
Since I'm currently developing a WebGL game I'm actively searching for ideas to detect that behavior.
The only solution I can think of is, to capture any data with timestamp coming from the client and applying some tests to it like "is the client sending more messages than a normal client" or more advanced: sending the input through a statistical filter to detect possible cheating and investigate from there on.
- daveelkan 16y agoSounds bloody hard! It might be an idea to think about the actual mechanics of the game once you've come up with a possible solution so that the game itself doesn't invite cheating behaviour or at least makes it easier to detect. i.e. Making it physically impossible to shoot faster than a specified rate or move too quickly/accurately, etc. Good luck!