• Doomsider@lemmy.world
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    2 days ago

    Why?

    If you can’t write your game in a way to prevent cheating it really doesn’t matter.

    I would argue that the only way to ensure trust in the competitive arena is to open source.

    Could you imagine sports being played without defined rules?

    Cheating is about a design challenge related to how clients and servers communicate and has nothing to do with the source code being public.

    • neatchee@piefed.social
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      2 days ago

      Cool. So tell me how to write a game engine that cannot have its memory read to determine enemy player position with precision and then automate aiming and trigger pulls in a first-person shooter

      You have no idea how hard anti-cheat is or how determined attackers are because of the profit incentive.

      • Doomsider@lemmy.world
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        1 day ago

        It really depends on your goal. Obviously you can eliminate most cheating by a server model that never trusts the client.

        This does not eliminate other possible client side cheating such as wall hacks or aim bots.

        As I said, there is a logical problem to solve here because in the case of wall hacks (ie seeing enemies through walls) the client needs enough information to be able to show an enemy around a corner quick enough to make sense for a FPS. Visibility calculations are entirely possible and I am sure you could find creative ways to limit this as much as possible.

        Aim bots or trigger bots are a lot harder, but for competitive games heuristic based anticheat shows a lot of promise without having to hook the kernel in a losing game of cat and mouse.

        • neatchee@piefed.social
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          19 hours ago

          I want you to know that I literally work in this space and you are handwaving away an incredibly complex problem space that hundreds of smart people have been trying to solve for decades now and it’s only getting harder (good cheat suites use hypervisor mods and direct memory access kits these days). I would love to educate this community but I’m under NDA (in addition to not wanting to provide information that attackers can use to better understand how we approach this problem space)

          • Doomsider@lemmy.world
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            19 hours ago

            I am not hand waving anything away, I am very familiar because I have been involved with game development. I am aware of the unique issues that multiplayer FPS generate and I am also aware of the current best solution.