Why impossible? Server-authoritative programming is common in PVP gaming, even high-performance recent games. I don’t think anyone is suggesting lazily loading chunks of player data like wandering into a new chunk in Minecraft. Just write efficient, clean code that anonymizes or encrypts player data so it can’t be read client-side.
The issue here was that fortnite broadcasts locations of enemy players in packet data, not that it trusts clients “with anything”… where did you get that from?
Work arounds are for devs to solve, not schmucks on lemmy. CS:GO used to use something similar to occlusion culling to prevent this exact problem. Don’t send the client all of the enemy locations/data unless the client is within roughly the right distance/sight to see that enemy. This is not a full fix, but dramatically nerfs wall hacking.
I’ve seen community plugins for TF2 and other source engine games that will add “ghost” players. Generate ai characters, turn them invisible, and send their data to clients. If someone keeps shooting at the ghosts, they can easily get caught and banned.
There are entire industries dedicated to finding solutions to this problem, check out this research paper about this exact subject if you want.
That’s an excellent issue for you to research on your own time! If you know anyone on the OverWatch development team you could ask for their input as well. Please report back to this thread with your findings, we’re all very interested in the results.
Why impossible? Server-authoritative programming is common in PVP gaming, even high-performance recent games. I don’t think anyone is suggesting lazily loading chunks of player data like wandering into a new chunk in Minecraft. Just write efficient, clean code that anonymizes or encrypts player data so it can’t be read client-side.
Okay, now the player data is encrypted and unreadable by clients.
How will the client display where the players are without data…
Why are you bothering to spend cycles sending this useless, encrypted data…
If you mean to decrypt the player data once it reaches the client, then you have solved no issues…
Show me one multiplayer fps that does not trust the client with anything.
The issue here was that fortnite broadcasts locations of enemy players in packet data, not that it trusts clients “with anything”… where did you get that from?
how else should it inform the client of enemy players
Work arounds are for devs to solve, not schmucks on lemmy. CS:GO used to use something similar to occlusion culling to prevent this exact problem. Don’t send the client all of the enemy locations/data unless the client is within roughly the right distance/sight to see that enemy. This is not a full fix, but dramatically nerfs wall hacking.
I’ve seen community plugins for TF2 and other source engine games that will add “ghost” players. Generate ai characters, turn them invisible, and send their data to clients. If someone keeps shooting at the ghosts, they can easily get caught and banned.
There are entire industries dedicated to finding solutions to this problem, check out this research paper about this exact subject if you want.
That’s an excellent issue for you to research on your own time! If you know anyone on the OverWatch development team you could ask for their input as well. Please report back to this thread with your findings, we’re all very interested in the results.
awful
Sorry to hear that. Best of luck with your future projects though.