Timeline for Anti-cheat Javascript for browser/HTML5 game
Current License: CC BY-SA 3.0
8 events
| when toggle format | what | by | license | comment | |
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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 |