My name is Jess. I build and manage servers for both work and fun. I also occasionally make music.

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Joined 1 year ago
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Cake day: December 3rd, 2024

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  • But the server is the authority on player location. It can tell if a player is visible to another because it knows their locations (as well as any obfuscations) at any given instant. It doesn’t need to know what they’re going to do next until it gets that next input from the client.

    Obviously calculating this requires more work on the server’s part, but in smaller competitive matches this is totally doable. We’re talking basic wireframe vectors.

    EDIT: Yall are really starting to convince me to make a proof of concept for this, because I’m convinced it can be done.





  • Wall hacks, yes. See my other comment:

    This is definitely solvable, though. The server can only send the client location updates of players they should be able to see.

    If someone tried to wall hack, they’d only see the last known location before line of sight was broken.

    Giving the client that data at all is like playing Battleship side-by-side and telling the player not to look at the other board.

    Aimbots are much more complicated, because the client is the authority on player inputs. Even things like latency and mouse movement can be subtly randomized by cheats to appear less robotic.