Cheat-safe shooting mechanics for multiplayer games

Valve, Blizzard, and Activision cannot stop cheating even with $ billions worth of resources and armies of programmers. You have no chance. I’d worry about your game getting popular enough that anyone would want to cheat first. :cool:

Making all player actions 100% server-side makes it only “somewhat” cheat-proof. Data required for rendering still allows aimbots and wallhacks.

Even if you went so far as: (1) client only sends inputs, (2) server renders what the client sees and only sends an image (basically Google Stadia) image-based cheats are still possible and so is automation …

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