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by AndriyKunitsyn
1816 days ago
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This makes sense. However, what if we consider another scenario: a cheating player just staying behind the corner. He/she would have no problems receiving information about enemies behind that corner, so this would be much easier for the cheater to push the corner. Basically, the portion of the wall that you cut off for purposes of this visibility check can be considered transparent for cheaters, and opaque for legitimate players, putting legit players in disadvantage. Can this happen in the game you make? If yes, do you consider this a vulnerability? |
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1. There is no such thing as perfect anti-cheat solution with today’s resources. Even client side rootkit based solutions can be overcome.
2. My solution completely eliminates wall hacking at 90% of the cases, same can’t be said for the rootkit anti-cheat solutions.
3. Game can be designed to put corner campers to disadvantage. But honestly no need to think extremely deep about such cases, you would first release the game then check the player complaints about wall hackers. If it is a major issue then you can implement a double ray-cast solution for most reported players, use correct size wall for their ray-casts and ban them statistically. Even if you can ban players accidentally it wouldn’t be a huge portion of your player base.