| ▲ | andai 13 hours ago | |
I'm working on a multiplayer game, and realized I could scale a server further by letting clients handle collisions, and then just verifying those (instead of the server checking all collisions for all games taking place on the server). The point was that if your bullet hits someone, you would report it to the server, and then the server would check if you got the hit or not. (So you couldn't just send fake hit reports.) So the game would still be fair and CPU usage would be greatly reduced. The way the agent implemented it was the other way around. It had players send reports when they had been hit. So they could simply not send them and make themselves invincible. Also the game still checked collisions anyway making the whole feature pointless (on top of broken). (Actually it made the game slower than it was originally!) Hope that clears things up. -- An AI agent actually pointed out the absurdity of the new code to me. So I'm assuming it wasn't that one which wrote it. Probably one of the smaller ones I was testing. But unfortunately I didn't get them to sign their names so I'll never know! | ||