I chose SSL for registration in my game client. The client communicates with the game server which stores a salted/hashed password. If I use SSL to authenticate users on login, but the game does all ...
In typical mmorpg game, you have a launcher and a client. You first run the launcher to update the client, then you run the client. In every mmo I tried if you run a client without updating first (if ...
I'm developing a multiplayer game in PHP/jQuery, and naturally have to be wary of any sort of data coming from the client. At present, I have tables of data representing the map (2D roguelike), ...
The answer to this question may be "NO" but it's quite important so I think I might as well ask. This should be a problem for all client-server location-aware games where player locations in the ...
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, ...
In a client server game architecture, what are the possible ways to verify that the client has not modified things like gfx assets or client side scripts? Obviously no solution is perfect, but I ...