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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. ...


2

When you have a multiplayer game, you have to be aware that the players are able to cheat with everything that is computed locally. When you want the game to be fair, you have no other option than to move all game mechanics (movement, mob AI, collision detection, damage calculation, ..., ... ) to a central server. But let's assume that the community around ...


1

It would be hard (and probably overkill) to try to provide anything besides casting, multicasting and broadcasting of generic messages for real-time multiplayer games. You could even make it more generic by creating simple key-value (string-JSON) room storage behind websocket service with operations like: set(key, value) get(key) observe(key) maybe ...


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 ...



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