Meanwhile someone with a foreign but legit programm called "hacheatmahjat" is wondering why he cant play your games. People are simply gonna use some other cheat software, or rename the process. So you can detect processes with the word "cheat" in it? Fantastic. People who want to cheat, will find a way to do so. There is nothing you can do about them altering it however they like. The game data is written into their local ram. The files are on the local machine of the user. You will lose this war and there is nothing you can do about it. "Worthwhile" being a keyword here, since it's hard to justify something which does not gain you anything in terms of gameplay experience or monetization. You could implement the game using a similar client-server achitecture as mentioned above, but usually for smaller teams you cant affort to spend the amount of time required to make cheat prevention worthwhile. While it can be a nice-to-have feature for the players hosting the game, it is usually not worth the above mentioned effort. In the second scenario you usually do not want to bother with cheat prevention mechanisms. This is however accompanied with additional complexity and development time, as well as some necessary trickery to get around additionally introduced delays and so on. This is usually approached by a client-server type architecture, where the server validates the data send from players and has authority over their actions. In the third scenario, you clearly want or must have some cheat prevention mechanisms.
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