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This is a problem in RTS games. In many of those games you can only see enemies close to your forces. But because the games work by simulating the same thing on
by jules 15y ago
This is a problem in RTS games. In many of those games you can only see enemies close to your forces. But because the games work by simulating the same thing on every client, the position data of the enemy pretty much has to be sent to each other client, thus enabling see everything hacks.
You can avoid this by not sending the data, but that complicates the simulation a lot. You can also get a big latency hit when your forces quickly uncover lots of enemies, because then suddenly a lot of data has to be sent.
I don't know how the game of this post works, but I doubt that it uses the method RTS games use because there is far less going on that the player can see. So for their case it would be simple to modify the server so that it doesn't send position updates for invisible players, thus making it impossible to cheat that way, instead of requiring detection and threats by the game company.