Timeline for How to prevent (most) cheating (server-side) in my JavaScript, Node JS, socket.io MORPG?
Current License: CC BY-SA 4.0
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| Jul 18, 2018 at 11:31 | comment | added | Theraot | @PascalClaes yes, you need to do all the checks on the server. That does not mean the client can't do them also. In fact, you can save some traffic and server time by having the client check first, and the server check is there for when there are cheaters. That is a common approach on the web (not only for games). Also, regardless of being web or not, the client can do prediction, and then correct when it has the response from the server. I went over some of that here. About your collision problem, do not forget space partitioning. | |
| Jul 18, 2018 at 10:57 | history | edited | Philipp | CC BY-SA 4.0 |
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| Jul 17, 2018 at 13:38 | comment | added | Pascal Claes | gamedev.stackexchange.com/questions/161814/… | |
| Jul 17, 2018 at 13:12 | history | edited | Philipp | CC BY-SA 4.0 |
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| Jul 17, 2018 at 13:04 | history | edited | Philipp | CC BY-SA 4.0 |
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| Jul 17, 2018 at 13:03 | comment | added | Pascal Claes | If handling all the mechanics on the server is the only way, I guess I'll have to go that way wether it's viable performance wise or not. I'll just have to find a way to keep up performance if required then I guess. | |
| Jul 17, 2018 at 13:00 | history | answered | Philipp | CC BY-SA 4.0 |