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by lifeformed
597 days ago
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It's not teleporting that's hard to deal with, it's aimbots and wall hacks. You have to trust the client with enemy position information that it shouldn't be able to see yet, and trust their shot position inputs. Also, constantly flying around and teleporting is easy to catch, but using it in small bursts is very powerful and harder to catch. |
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That seems like something that would be solvable with location-style differential privacy. Report a number of plausible locations to the client small enough that it can efficiently anticipate them all, but large enough to prevent being able to auto-aim or wall hack. Run some bots or actual player movements recorded from other matches, originating from roughly the same point where you last saw the real opponent.
>constantly flying around and teleporting is easy to catch, but using it in small bursts is very powerful and harder to catch
Even small violations of continuity seem like they'd be observable server-side, no? I've not studied this, but presumably clients must be constantly phoning home with their position.