[quote=“Riven,post:39,topic:33704”]
Actually I’m just learning right now, trying to make simple “move and shoot” games in 2D so I get the hang of rendering game graphics and syncing across network. Learning ways of how to prevent cheaters is also a good thing to learn I thought, so I made this thread. Also trying to learn how I can use ProGuard, have a thread up about it but it’s not really moving forward. Here’s a link to that thread in case any of you who reads here are an expert.
http://www.java-gaming.org/index.php/topic,20582.0.html I have completed a small test game using TCP to communicate over the net, right now I’m trying to get the hang of how to make a game that communicates with UDP and that is turning out to be a challange. Might start a new thread about it soon.
[quote=“princec,post:40,topic:33704”]
Ah now, I get what you mean, thanks for clearing that up. That was a good addition to this thread. Speaking of Soldat, that is my favorite game believe it or not. I have high hopes of making my own game similar to that one. The anti-cheating in Soldat is however not good at all, and the network protocol is even worse. And most people are unable to discover cheats like reducing reload time by 50% so they won’t vote yes on a kick, to notice that in the heat of battle you need to have played the game for months if not years. And you’d be surprised to learn how many that are just too dumb to vote people out, many times I’ve seen people NOT getting voted out even though they teleport to each player as soon as they spawn and knife them to death instantly. In later versions Soldat has made use of BattlEye, which finally made it so hard to cheat that not that many people does it anylonger, but in the olden days there was probably at least one cheater on any server at any given time. Well, almost. They still haven’t fixed their network protocol however, a lot of times you hit someone without it doing any good, sometimes (more often than rarely actually) you can even make them bounce away from the impact but it still does no damage - thats the biggest problem with the game today I’d wager.
[quote=“Mr_Light,post:41,topic:33704”]
Maybe I wrote it badly, or misunderstand what you wrote now, but in what order things are drawn wasn’t part of the post I made (the one you quoted). But your post made my think about exactly how things should be drawn for the user, if I just have a separate thread that draws the game (like all teachers have told me to have so far) one object might be painted one frame ahead while the previous was painted one frame behind the current object. Hm, I guess making sure not to paint the game while the game logic is being updated would be a good idea, even though it probably isn’t noticeable in most cases. On thread can draw the frame while the other manages the networking part of the game loop. Off-topic but a important thought. 
–
Well then, I guess this thread is going towards its end (for now). Thanks for all the tips people! If you stumble over some more good anti-cheat methods (that works in Java) remember to post them here in the future.