On Tue, Apr 14, 2009 at 14:36, ingmar wirths <[email protected]> wrote: > A shooter game needs a judge, thus someone to decide who got > hit and died etc. This judge naturelly is the server in a client/server > architecture. I doubt that a peer-to-peer protocol makes sense for > a shooter game.
Some shooter games get away with having the client as the judge. I believe Continuum (Subspace remake) does this by rigidly protecting the data in memory and encrypting the communication, making hacks very hard. Another example is the open source BZFlag, where the last thing I heard (which is some years ago) was that they simply had a comment in the code that went something like "Yeah, you can cheat here, but don't be lame.". In both cases I'm sure the server still adds some sanity checks though, and the client-side part would be just to reduce the perception of lag or increase the accuracy. Moving to pure P2P is a very interesting research concept, and I'm sure a little Googling will reveal some existing projects and papers that have been doing something in this regard. Regards, Bjørn _______________________________________________ ENet-discuss mailing list [email protected] http://lists.cubik.org/mailman/listinfo/enet-discuss
