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Storyyeller

Member Since 18 Jan 2009
Offline Last Active Sep 17 2012 12:11 PM

Posts I've Made

In Topic: betting real money in games?

03 June 2012 - 12:44 AM

It looks to me like this should be in Buisness and Law. The discussion has just been about the legal issues.

In Topic: Connect Four AI

03 June 2012 - 12:37 AM

By the way, if you are looking for other algorithms, Connect 4 has been completely solved. You could just store a database of moves if you want.

In Topic: image artifact removal for cartoons

15 May 2012 - 07:47 PM

Thanks for the suggestions. I tried googling before, but I didn't even know what terms to look for.

In Topic: Avoiding cheating in a multiplayer HTML5 game

13 May 2012 - 07:50 AM

Maphacking is impossible to prevent in a lockstep simulation. I would like the point out that you can sometimes find ways to reduce the risk though.

For example, in Warcraft 3, one popular way to defeat maphacks was to hide a malformed lighting event in the fog of war. If the client tries to render it, it would crash instead. Of course, this only worked for two reasons:
1) the client was proprietary and hence difficult to modify.
2) Most cheaters are not knowledgeable enough to make their own hacks, and hence don't know how to get around this

Of course this won't work at all in an open source game, since this is essentially exploting an easily fixed bug. In fact, once the method of maphack detection is known, hack authors can easily modify to get around it even if the client is difficult to modify, (for example in Wc3, one popular workaround is to only reveal the minimap).

In Topic: c++ SDL, Time step problem

13 May 2012 - 07:37 AM

One other thing is that you shouldn't be using delta time like that anyway. At the very least, physics should ALWAYS be done in fixed time steps.

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