Games can be designed to prevent some forms of cheating: they can run
the same code in all clients, so bugs and cheating result in
synchronization errors (Wesnoth does this, with a server passing data
and generating random numbers; Widelands does this too, using the same
idea for replays), or even prevent clients from knowing
data that they shouldn't without using a trusted server (mental poker:
https://en.wikipedia.org/wiki/Mental_poker, I don't know if it's
practically used, it's slow).

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