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Bomberman massively multiplayer in HTML5

bombermine.com

11–20 of 211 posts

Re: Bomberman massively multiplayer in HTML5

#12
post #9

Anyone got any background on the backend tech involved?

Answering my own question but:

>Thanks :) Follow us @bombermine — we have plans to write an article about how game works. In few words: java, jetty, gwt, javascript, node.js, html5 [1]

[1] http://www.reddit.com/r/WebGames/comments/199urs/bombermine_...

Re: Bomberman massively multiplayer in HTML5

#14
I wonder what they're doing about cheating? I guess this type of game is not so easy to 'cheat' with but I'm sure it is possible.

I was thinking about building an Unreal Tournament clone in WebGL, but I'm still not sure what to do about cheating.

Re: Bomberman massively multiplayer in HTML5

#15
post #14

I wonder what they're doing about cheating? I guess this type of game is not so easy to 'cheat' with but I'm sure it is possible. I was thinking about building an Unreal Tournament clone in WebGL, but I'm still not sure what to do about cheating.

This is not a problem specific to HTML5. Although it's a lot harder to mess with a binary than some JavaScript, everything that runs on client side is fundamentally compromised and untrustworthy.

The trick is to have as many checks and balances on the server side as possible (to prevent walking though walls, warping, etc).

Re: Bomberman massively multiplayer in HTML5

#20
post #15
post #14

I wonder what they're doing about cheating? I guess this type of game is not so easy to 'cheat' with but I'm sure it is possible. I was thinking about building an Unreal Tournament clone in WebGL, but I'm still not sure what to do about cheating.

This is not a problem specific to HTML5. Although it's a lot harder to mess with a binary than some JavaScript, everything that runs on client side is fundamentally compromised and untrustworthy. The trick is to have as many checks and balances on the server side as possible (to prevent walking though walls, warping, etc).

Very true, however I am not aware of a specification that, for example, makes it easy to check the scripts/resources that are being used are the correct ones. Of course any system to do this can be broken, but it strikes me a much bigger problem with Javascript in the browser than a binary.

One idea that's just crossed my mind is the idea of serving different Javascript to each client? It could be obfuscated uniquely every time someone loads the page in a detectable way. I,e you can serve IP x.x.x.x with obfuscation seed y and then you know to expect a certain behaviour. Variables and program flow can be changed to confuse nieve would be hackers, but important the structure of the network communication can be changed in a subtle way. Any hack scripts would need to counter for this which would make things far more complicated.

I wish my university term would be over so I can start hacking away on this idea! :)

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