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¿ what AI functions you can run client side for multiplayer game ?

by Javier Canon · in General Discussion · 10/12/2009 (10:31 pm) · 3 replies

I think in today web applications transactions:

server side:
- web server

client side:
- ajax (run client side functions send request to server without render all page again)
- render html


So i am thinking which AI functions you can run safely in client side, or is insane? (open system for hacks?)

ex. pathfinding

#1
10/13/2009 (4:06 am)
I'm actually inclined to think you shouldn't do much AI at all on the client (in the context of developing a multiplayer FPS). Pathfinding is probably pretty safe, since the character still has to obey the laws of the world when traversing the path. But I would have thought that things like decision-making and such were best suited to server-side.
#2
10/13/2009 (12:00 pm)
thanks Daniel, im thinking more in RPG or Strategy games, but in some cases i think that applies to FPS to.

maybe you can run some functions client side, and then validate in the server but maybe the processing time and CPU in the server is equal that run the function server side?...
#3
10/13/2009 (2:00 pm)
I would say that for any multiplayer game, a client function that can change the gameplay experience should not be used, especially for RPGs and FPS games. There is the old adage: The client cannot be trusted. And I think that's still true.

Like Daniel said, there are certain things that, if hacked, would be either inconsequential or probably hinder the hacker, but most things shouldn't be done on the client.