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Reminds me how in one online multiplayer game developers decided to offload the decision of "who's the winner of the match" to client machines. Because there we
by tryauuum 5y ago
Reminds me how in one online multiplayer game developers decided to offload the decision of "who's the winner of the match" to client machines. Because there were some problems on server side and they couldn't do it reliably there.
Developers said this voting system worked surprisingly well. Theoretically if there were >50 percent of malicious game clients they could all vote for a wrong player but this was hard to accomplish, it would require a coordination of randomly-matched players.
(eventually developers did fix server-side code and removed this system)
- Aozora7 5y agoYou don't have to hunt for rare examples like this, most multiplayer FPS games use client-side hit detection nowadays.
- jacobmischka 5y agoWell that's mainly for latency I think, not just a complicated computing problem.
- tryauuum 5y agothis sounds... unexpected. I thought client-side detection is only to make blood splashes more instantaneous