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Apr 12, 2017 at 7:31 history edited CommunityBot
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Sep 21, 2012 at 14:01 comment added Dan Is Fiddling By Firelight @BillyNinja if you want to minimize time lost to code it twice, look at node.js. By using javascript on the server you can reuse most code in both places.
Sep 21, 2012 at 12:14 comment added Noob Game Developer this is more appropriate answer to OP
Sep 20, 2012 at 17:33 comment added Billy Ninja Yeah, I got that. But I'm doing the project as a hobby in the little free-time that I have. Doing that kind of server checking would the complexity of the project by a lot, making it nonviable. Well, I'll keep moving with the project knowing that, and if it start to get bigger and serious than I could come up with some serious server side controlling, probably with Node.js.
Sep 20, 2012 at 15:14 comment added dievardump When I talk about client-side, it's for "movements calculation", "collisions" etc... This can be done both sides even for a multiplayer game. The server-side calculations must always be considered prioritary, but this can help when there is server latency to also have it client-side. But for everything that is "check cheat" logic, then I agree that everything should be server-side.
Sep 20, 2012 at 15:05 comment added DampeS8N It is dangerous to reproduce things client-side. Be careful with even that, because if everything is replicated client-side, the user can cheat by disconnecting the checks with the server. They can then play the game, record a video, and become a YouTube star. This is only applicable to single-player games, which this game will be.
Sep 20, 2012 at 14:55 comment added Valmond +1 for Server authority, it just doesn't work if you try to trust the client...
Sep 20, 2012 at 14:49 history answered dievardump CC BY-SA 3.0