[SDL] (a little OT) database suggestions for use w/SDL?

Oisin Mulvihill Oisin.Mulvihill at trintech.com
Wed Mar 21 02:18:11 PST 2001


well you could use a combination of open ssl
for security, and random numbers as command
codes which change each session. That way
you have secure sockets and packets which can't
be re-sent/recorded for later use. I'm working
on a project which uses this and its really 
straight forward to do. Whoever its still in the
early stages of development.

om

-----Original Message-----
From: David Olofson [mailto:david.olofson at reologica.se]
Sent: Wednesday, March 21, 2001 12:17 AM
To: sdl at lokigames.com
Subject: Re: [SDL] (a little OT) database suggestions for use w/SDL?


On Wednesday 21 March 2001 00:29, x5101920 at fedro.ugr.es wrote:
> > Like you said, its open source, there isn't really much you can do to
> > prevent people from cheating in one way or another and the solutions are
> > too complex to justify the problem. What are you gonna do?
>
> Not only in open source happen that kind of things.
> The solution is to make the client just a stupid box for showing GFX and
> get input to server, don't let the client do any kind of game logic
> computation only predition to try to speed up to the latency

Yes, but that doesn't stop you from hacking an auto-aim tool into your 
client, guaranteeing that every shot you fire is aimed dead center at the 
closest object that could be a target. It doesn't stop you from writing 
something that moves your character when a fast moving object on collision 
course is detected.

Unless the cliend doesn't even do the world->screen transformations, that
is. 
:-)


//David

.- M A I A -------------------------------------------------.
|      Multimedia Application Integration Architecture      |
| A Free/Open Source Plugin API for Professional Multimedia |
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.- David Olofson -------------------------------------------.
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