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oxigan

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About oxigan

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  1. interesting resources - thanks :) Seems like they are moving in the exactly right direction.
  2. Hello, my name is Michael and I am a developer myself. I just wanted to say, that most cheats/hacks only work ( in many many games ) because the developer have choosen to calculate important things ( like the x/y/z position of a player or NPC ) client-sided, which is then sent to all the other players and can be easily manipulated. So, I really suggest - even if it takes more server-performance and a good understanding of network programming - doing a real server -> client architecture which means: Everything is calculated and validated by the server and send out to the players. Example: 1.) Player 1 wants to move forward so he presses "W"-button. 2.) Client of Player 1 sends this request to the Server. 3.) Server checks if Player 1 is allowed to move forward (for example if there is no wall or tree or whatever could prevent movement). 4.) Server then calculates the new x/y/z position and sends it out to every client (of course only clients who are in a certain radius around Player 1 - or are allowed to "see" him). This - of course - is only a small example ( for moving forward ) and there are many things which need to be validated and send out - but its the only realy secure way to build a MMO game. For example World of Warcraft, Starcraft 2 or even Diablo 3 are working this way. WarZ - btw. - is NOT completely working server-sided ( which has been also stated in the forums by one of their developer ) and now has exactly those problems with hackers - because of this ( there have been many things calculated client-sided ). Maybe some developer can give some feedback about my points? Thanks. Greetings, Michael
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