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by claudex 665 days ago
>Pass through a window without lag - That's why the server is sending multiple copies of potential movements and paths through the level for each character, but terminating the ones that are about to reveal their effects (no longer be culled by walls / objects) when they'd send false information to non-cheating players.

So the client must render multiple possible scene to be prepared ? They already have issue to have steady fps.

> So I'm not sure what client side anti-cheat is supposed to do here.

Anti-cheat will check other running processes to prevent it. Of course, you can have totally external system for that, but it will be much more expensive. The goal is not to be perfect but to prevent most of the player from cheating.

>HUD improvements - like what?

Highlight items, show life percentage in games that doesn't, highlight barely visible opponents...