How about you rewrite your program instead? you should never ever trust the client. Validate output, dont send more data than necessary (player positions etc).
Ask HN: What prevents Microsoft from adding a 'secure mode' to combat cheating?
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Re: Ask HN: What prevents Microsoft from adding a 'secure mode' to combat cheating?
#12How about you rewrite your program instead? you should never ever trust the client. Validate output, dont send more data than necessary (player positions etc).
I never understood why this isn't the case already for competitive games. I'm not a game dev so I don't know if there are hidden complexities but for e.g. a game like CS:GO with a small number of moving parts, couldn't the server only send positions to a player if they are liable to be able to see the other person, in a manner similar to occlusion culling and spatial partitioning? That would at the very least prevent…
The current hacks are aim triggers, aim lock, aim/spray assist, and some close proximity wallhack.
The cheats calculate the recoil spread and auto lock to enemy heads. It’s obviously not as a bad as before with client side bullets, but it is still a problem.
Re: Ask HN: What prevents Microsoft from adding a 'secure mode' to combat cheating?
#13Earlier quoted context omitted.
I never understood why this isn't the case already for competitive games. I'm not a game dev so I don't know if there are hidden complexities but for e.g. a game like CS:GO with a small number of moving parts, couldn't the server only send positions to a player if they are liable to be able to see the other person, in a manner similar to occlusion culling and spatial partitioning? That would at the very least prevent…
This already happens, spinbots and speedhacks aren’t a thing anymore. The current hacks are aim triggers, aim lock, aim/spray assist, and some close proximity wallhack. The cheats calculate the recoil spread and auto lock to enemy heads. It’s obviously not as a bad as before with client side bullets, but it is still a problem.
I'm not sure how you could feasibly prevent the remaining hacks server-side as they're nigh-indistinguishable from player skill, if the hacks supply some non-determinism/jitter so you're not instantly snapping to a player's head when they're behind you.