I'm in the design phase of a turn based game with low load on the server (<1 message every 10 seconds per user, <50'000 users at a time). The game is multi-platform. The protocol has not been ...
Why editing the memory of the game client works? Why so many "Hack protection" tools coming with the clients? If I were to design a client-server game, everything would happen at the server (the ...
In a multiplayer game, how can you be sure that the IP from a packet is the real IP? By spoofing I could send, for example, a "suicide packet" which tells the server that the owner of said packet ...
We have made an online game very similar to Pacman. The idea is to award top scorers with various incentives and prizes. But at the end of the day, we need to keep hackers at bay so that our game app ...
I'm creating a game on Android where the enforcement of rules can only take place on client side (I can't shift it to server side...think aimbotting but in my case I wouldn't even be able to use ...
Consider a relatively small multiplayer game server, written by an individual or a small company. Some malicious user wants to boost their character stats by a factor of 100. What paths of attack ...
I was wondering. I observed most of any MMO that are hack-prone area. Hacks used one-hit kills, stealing accounts, instant level up, aimbots (mostly MMOFPS), and questionable wallers (also in MMOFPS). ...