hi folks - it’s my first post here so I hope I’m in the right forum (read some quite interesting threads already though)
this is the situation - me and a friend are trying to plan (no coding yet and won’t be for some more time) an mmog - yes I know everybody now says “oh my god another one” - anyway we’re both developers and fully aware of the problems and the size of the job, it’s only for fun really
we already have quite a elaborated plan on how to do the load balancing and position calculating / distributing - the big problem though is that everything is done client side which directly writes into our position-caches and thus finally in the database. the way we planned it we even let them calculate distributed jobs like movement of asteroids and moons and other slow objects and orbits aso (it’s a space shooter) up to now we use almost no processing power on server side and think it might work
now one of our big questions is: if we let clients calculate their position we’re damned to have loads of cheaters and, maybe even more dangerous, false data coming back as we got no serverside check of the calculations (well we do for the distributed jobs but not for the player himself) - so our only solution atm would be to heavily encrypt all communication and build in complicated checks for the calculation client side hoping to prevent cheaters from inserting their code too easily, anyway I’m aware that there will be a way around it
so do you think it is possible to do it that way or do we have to calculate everything serverside (by sending only the keypress). that would mean a lot more processing power server side and it has to be quick as we need a good ping contrary to WoW for example which you can play with a ping of 700…
many thanks for any help / suggestions!
Muffin