On Mon, Jan 13, 2003 at 06:59:42PM +0100, Jiba wrote:
> You may be interested by Py2Play (http://oomadness.tuxfamily.org/py2play), a network 
>engine i have written for Soya game (though it can be used independantly too). It 
>does not follow a client/server model, but rather a peer to peer model.
> In particular, the character's actions are computed and reproduced on ALL computers. 
>This makes cheating more difficult.

Unfortunately, the peer to peer model does not scale very large, unless
you have some of the clients doing routing or something along those
lines. Ultimately I'd like to support thousands of players in a single
world. P2P also doesn't support persistence of objects, characters, etc.
It's great for realtime strategy games and first person shooters, but
for the type of system I'd like to create, which is more like a large
distributed 3D MUD, I don't think it makes much sense.

To prevent cheating, I just figured I'd do a lot of calculations on the
server side. If the server decides a player is dead, then that player is
dead. If the server doesn't think a player can see something, it won't
send that information to the client. The game will be designed such that
the client doesn't need to know anything that the player isn't supposed
to know. I will probably allow a limited amount of cheating but just
make it "less fun" to cheat. I think game design is as important as
protocol design in preventing cheating.

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