The method presented for projectile weapons must be inaccurate with animated objects. The first hit detection is performed agains what exactly? A hitbox/cylinder? The entire mesh? In which animation state? Since we don’t know whether there’s a collision yet, we also don’t know what animation state the mesh would be in during the collision. So the first check cannot be correct. And the result of the first check is used to derive the next state, which must likewise be incorrect. So don’t do this if you want to hit the moving limbs of a running guy with the stake gun.
Second, client-side hit detection doesn’t sound so bad. There are so many other ways to cheat already that you would need a good anticheat solution anyway, or just do as the old timers do and play in good company, on servers where people spectate and look out for cheaters.
What I’m pointing out is reality. Wallhacks, aimbots, macros, asset replacements, etc. are client side features and quite hard to completely prevent just by moving some computations to the server. So these cheats will be and are used, a lot, unless there’s some powerful anti-tamper solution in use. I don’t know how well they work these days, but I know the older solutions are not foolproof at all and not a solution.
And so the reality is that a lot of the (older?) games that people enjoy even today are prone to cheating, and the best way to ensure a good experience is to find a good server with a good community and good moderation. That’s just how it is.
Game companies no doubt have for long wanted to change that. Well, that is some wishful thinking right there. Might as well invent uncrackable DRM while at it?
Now, as for my personal wishes – yes, I would prefer an open source, fully hackable game with a good community any day over something that goes to lenghts to handcuff me and lock down my computer.
Two thoughts:
The method presented for projectile weapons must be inaccurate with animated objects. The first hit detection is performed agains what exactly? A hitbox/cylinder? The entire mesh? In which animation state? Since we don’t know whether there’s a collision yet, we also don’t know what animation state the mesh would be in during the collision. So the first check cannot be correct. And the result of the first check is used to derive the next state, which must likewise be incorrect. So don’t do this if you want to hit the moving limbs of a running guy with the stake gun.
Second, client-side hit detection doesn’t sound so bad. There are so many other ways to cheat already that you would need a good anticheat solution anyway, or just do as the old timers do and play in good company, on servers where people spectate and look out for cheaters.
Your second paragraph is wishful thinking. If you have to play with friends only, the game will be far less survivable and profitable.
What I’m pointing out is reality. Wallhacks, aimbots, macros, asset replacements, etc. are client side features and quite hard to completely prevent just by moving some computations to the server. So these cheats will be and are used, a lot, unless there’s some powerful anti-tamper solution in use. I don’t know how well they work these days, but I know the older solutions are not foolproof at all and not a solution.
And so the reality is that a lot of the (older?) games that people enjoy even today are prone to cheating, and the best way to ensure a good experience is to find a good server with a good community and good moderation. That’s just how it is.
Game companies no doubt have for long wanted to change that. Well, that is some wishful thinking right there. Might as well invent uncrackable DRM while at it?
Now, as for my personal wishes – yes, I would prefer an open source, fully hackable game with a good community any day over something that goes to lenghts to handcuff me and lock down my computer.