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 ...
I've been lurking around to understand how an authentication system would work in games, but after many searches, it seems that working with ssl/certificates could be a little complicated for just a ...
In multi-player network games, what techniques exist to try to ensure that users are connecting with the official client application, and not some hacked client app? I realise there is probably no ...
I am almost complete developing a small indie-style multiplayer game. While I intend to allow people to cheat in single-player, this is obviously not acceptable in multi-player. Does anyone know of ...
I'm currently working on a multiplayer game. I've looked at a number of multiplayer services(player.io, playphone, gamespy, and others) but nothing really hits the mark. They are missing features, ...
I'm implementing a custom binary protocol for a new multiplayer game I'm working on. Its a turn-based strategy game so timing doesn't really matter. I've currently got the basic data sync portion of ...
I have created a couple of games in Flash/AS3 and am playing with programming a flash-based multiplayer (possibly mmo?) game where the application will communicate with a server over a socket ...
I'm looking to create a multiplayer top down shooter. While I've read about different topics, I can see them I've got some real challenges ahead, but I'm all up for it. One thing I can't understand ...
I know of at least big title game (Starcraft II) that doesn't require unique display names, so it would seem like it can work in at least some circumstance. Under what situations does allowing ...
Punkbuster exists just to prevent cheating, and yet cheating is common in punkbuster enabled games. Modern Warefare 2 is seriously locked down from the end user running their own server or making any ...