Anti-cheat on the client should be an anti-pattern. Devs continue to make the mistake of imagining you can control the code running on someone else’s device and waste their efforts there instead of working more on the server (preventative) or analysis (punitive) side.
Anti-cheat on the client should be an anti-pattern. Devs continue to make the mistake of imagining you can control the code running on someone else’s device and waste their efforts there instead of working more on the server (preventative) or analysis (punitive) side.
Anti cheat should be in game behavior analysis, its way more reliable when used together with report systems and manual checks.
But why allow rule-breaking game behaviour on your server in the first place?
What?
Client: submits illegal move
Sever: Nuh-uh
Ok but what is a “illegal move” a aim bot doesn’t make such things