Bomberman massively multiplayer in HTML5
11–20 of 211 posts
Re: Bomberman massively multiplayer in HTML5
#12Anyone got any background on the backend tech involved?
>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
#13Re: Bomberman massively multiplayer in HTML5
#14I 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
#15I 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.
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
#16Re: Bomberman massively multiplayer in HTML5
#17are u planing to put it on github? will be awesome to host in our own server to play against company people only
Re: Bomberman massively multiplayer in HTML5
#18Re: Bomberman massively multiplayer in HTML5
#19Re: Bomberman massively multiplayer in HTML5
#20I 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).
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! :)