What options are there for saving game data in a secure manner? I'm interested in solutions specifically tailored for C++. I'm looking for something that is fast and easy to use. I'm only concerned ...
For browser games and those on a mobile phones, it's common to have a global highscore table. It's also common for those tables to contain scores of 2,147,483,647 - where people have figured out the ...
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 ...
On backend I am using java. I have a game in HTML5; when user completes it I sends an Ajax call to save the score to database. Now, someone can easily use tools like Fiddler and firebug to modify this ...
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 ...
I'm planning on venturing on making a single player action rpg in js/html5, and I'd like to prevent cheating. I don't need 100% protection, since it's not going to be a multiplayer game, but I want ...
I am considering using the DTLS protocol for my online multiplayer game. For those who don't know, it is essentially a port of TLS to UDP datagrams. According to this paper, the main overhead of the ...
I'm making a game which will be completely centered around PVP battlegrounds and arenas. Think something like WoW, but with the RPG part removed. There will just be a lobby, where you can join a ...
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 ...