Earlier quoted context omitted.
Why would a client need to know of such things? If the player can't / shouldn't know of something, then the client shouldn't either. There are some interesting repercussions of this train of thought though. Take an enemy hiding in brush in an FPS game. The player would have line of sight to their hiding spot, and current games (I think) just leave it to the player's eyeballs' ability to see them through the brush. Th…
Alternatively, you could provide the geometry without providing the semantic information. I'm not sure how viable that is, but it'd make aim-bots a bit harder. > First, there's the aim bots and other cheating it allows for. You can make an aim bot by connecting the output of your monitor to a hardware-emulated mouse. Unless the server can detect this, kernel-level anticheat is building a really tall wall with the doo…
Yes - cloud rendering. It's _a_ solution but comes with tradeoffs. Namely, it introduces large amounts of latency, and costs a dumpster truck of money.
> You can make an aim bot by connecting the output of your monitor to a hardware-emulated mouse.
Anticheat is a cat and mouse game, and raising the barrier to entry improves the experience no end. There's a _big_ difference between downloading and running an exectuable, and buying specialist hardware to cheat at a game.