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    copied!<p><strong>Bad network</strong></p> <p>Players with high latency should buy a new modem. I don't think its a good idea to add even more latency because one person in the game got a bad connection. Or if you mean minor latency differences, who cares? You will only make things slower and complicated if you refuse to FCFS.</p> <p><strong>Cheating: aimbots and similar</strong></p> <p>Can you really make an anti-cheat software that works? No, you can not. You can't know if they are running your program or another program that acts like yours.</p> <p><strong>Cheating: access to information</strong></p> <p>If you have a secure connection with a dedicated server you can trust, then cheating, like seeing more state than allowed, should be impossible.</p> <p>There are a few games where cryptography can prevent cheating. Card games like poker, where every player gets a chance to 'shuffle the deck'. Details on wikipedia : <a href="http://en.wikipedia.org/wiki/Mental_poker" rel="nofollow">Mental Poker</a>.</p> <p>With a RTS or FPS you could, in theory, encrypt your part of the game state. Then send it to everyone and only send decryption keys for the parts they are allowed to see or when they are allowed to see it. However, I doubt that in 2010 we can do this in real time.</p> <p>For example, if I want to verify, that you could indeed be at location B. Then I need to know where you came from and when you were there. But if you've told me that before, I knew something I was not allowed to know. If you tell me afterwards, you can tell me anything you want me to believe. You could have told me before, encrypted, and give me the decryption key when I need to verify it. That would mean, you'll have to encrypt every move you make with a different encryption key. Ouch.</p> <p>If your not implementing a poker site, cheating won't be your biggest problem anyway.</p>
 

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