I am in the process of developing a Physics Puzzle game which has a LEADER BOARD system.
What I want to know is how can I prevent the client from sending the server fake scores ?
One of solutions I got was to just transfer the 'co-ordinates' and 'force' with which a Ball was launched and then simulate the result on the server side.
This leads to a lot of new questions :
Since the Time Step will not be same on the client and the server will I get the same solution ? (or is there a way to have the same Time Step ?)
And the biggest question is how do we implement such a thing .. I mean to take the co-ordinates from the user and run the game again on my server with the given co-ordinates ? (If 100 users are playing at a time then 100 copies of the game are running on my server ?)
I am all lost .. Please help me ..
Thanks a lot
HappyBirthdayMember Since 16 Apr 2011
Offline Last Active Jul 04 2011 08:05 PM
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