online games, making it hard to use hacks
Everyone knows that playing starcraft against some map hack bastard sucks. Anyway Im thinking about making a game to play online or on a network, the way I plan to do it is everyones computer sends the current stats (hp, x y positions, etc...) of their character to a central server thing, that then sends it all back to the other players connected. Im thinking this will probably be pretty effecient because all that is being sent is like 50 bytes per frame by each player, but it probably will also be pretty easy to create various types of hacks because everything is handled by the user's local computer. Anyone have any ideas how I can keep data transfer to a minimum but still prevent hacks.