Skip to main content

What does a good game consist of? (part 36)

Strong anti hack protection

Game that is well protected from hackers, has a lot of potential. And
this does not imply strictly multiplayer, but single player as in
using the single player to hack the master download server or the high

scores. Americas army has a hacking prevention tool called
PunkBuster.

Here is a punk buster mod:

void check_for_hacker_activity(int mod_id)
{
    run(mod_id, "hack log", "master folder");
    run(mod_id, "advanced aim bot");
}


Another way to prevent server hacking:

void clear_server(std::string server_name)
{
    for (int index{1}; index <= 50; ++index)
    {
        clear(server_name, delete_log[index-1]);
    }
}


Most common hacks in multiplayer video games are flying, aimbot, wall
hack, glitch abuse, automated grinding, immunity to damage.

Fix flying hacking:

void gravity_fix(std::string object_name)
{

    flush_gravity(object_name, 100);
}

Fix aim bot:

void reset_data_render()
{
    run_data_render(0, current_hack_state);
    clear_terminal_access();
}

Comments

Popular posts from this blog

object oriented programming

Object oriented programming is a sound and bold approach to c++ and internet wiring application and video games. It reduces a lot of code messes, made by global and half global functions. One of the more advanced object programming techniques are private access, poly morph and object message inheritance. It is set by c++ bjarne stroustrup and iso isometric standard convention comitee to use classes instead of structs and structures for making objects. Which means you most definitely should , but not must or have to. class Monster {     std::string memory_attributes{}; public:     void treck();     void track();     void trace(); }; The treck() function makes the monster roam and do human like jogging and trimming. track() means the monster goes ai path tracking and trace() means it tries to find other monsters in the area. class Weapon {     std::string memory_attributes{}; public:    void use(); }; void Weapon::use() {   ...

Coding and game development, part 2

 Consider the following C++ sample: int main() {     std::cout << template_1() << '\n';     return 1;      } Every moron who knows C++ would know what this means. Now consider that almost every line is a regular expression, so try to translate it into your native language, English for example; line by line in steps. ... rofl lol oO? I tried to do that with the example and my head almost had a system shutdown.

object render, part 4

Object is either two dimensional, or three dimensional. Even abstract ones. People imagine c++ game objects as a part of a class on a graph chart, to understand the game and development mechanics. But they are really two dimensional, iso metric or three dimensional. They can be seen on the level or the level map, in other words, about 90% of used classes. Even server objects can be seen on the game, if there is any blue print or underlying real world net working mechanism. So in other words, the class objects can be used in game. They have to be dimensional. //PvE class Monster {     std::vector<int>  head_memory{};     std::vector<int> body_particles{}; public:     int get_memory(int element);     int get_particles(int element);     int get_head_memory_size();;     int get_body_particles_size(); }; Monster's head memory is used for AI render, the body particles list is used for rendering. 60 frames per second...