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4

The essence of the "host advantage" is having a low ping (round trip time to the server). If you are the server, you'd have no ping time, but even being really close to the server would result in a small ping and still have a large "host advantage", so I'm just going to call it a "low ping advantage" instead. It really depends on the game and how the ...


2

Do not have a client talk to a database server. The client talks only to the frontend game server, and nothing else. That server then distributes client requests to the appropriate backend server. The frontend servers and (most) of all the other servers are distributed geographically. Not distributing the front-end server as in your diagram defeats almost ...


1

A friend had a physics-based game with online score board, and tried doing score validation by offline verification. If the simulation is perfectly deterministic, this is possible. Unfortunately, if you use floats anywhere, you won't be perfectly deterministic. Different CPUs may have different internal floating point precisions, which means that as long ...


3

Depending on how the gameplay works and what cheats are possible in it, telling the difference between cheating and genuine skill paired with luck can be very difficult. The only situation where you can proof a cheat in a replay is when a player does something which violates the game mechanics, and these situations should be easy to detect automatically. ...



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