|
|
|
|
|
by KronisLV
1799 days ago
|
|
You can definitely handle some of those situations server side (the key word being "some") with enough engineering effort. In regards to player positions: check which player locations are occluded and wouldn't be visible through the geometry, then only send the valid ones for each player. Of course, doing this on high tick servers could prove to be computationally intensive. In regards to aimbots: the clients already send you information about where they're looking so that it can be displayed to other players. Attach some mouse movement metrics and from that you'll sometimes be able to infer the most naive aimbots instantly. |
|
What's your tolerance on this? Too low and players will complain that other players pop into view and kill them in the event of latency. Too high and cheaters still have access to the most valuable cases of information, when there's a chance for one player to get the drop on the other.
What about strategy games which rely on their lockstep simulation for performance? How would an RTS work if it's sending the locations of 100s of units in real time versus just player actions. Do you want to have to implement prediction and deal with warping in such a game?