¿ 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
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
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#2
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?...
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
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.
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.
Torque 3D Owner Daniel Buckmaster