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The information on Groklaw is not intended to constitute legal advice. While Mark is a lawyer and he has asked other lawyers and law students to contribute articles, all of these articles are offered to help educate, not to provide specific legal advice. They are not your lawyers.

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This all above is for multiplayer | 189 comments | Create New Account
Comments belong to whoever posts them. Please notify us of inappropriate comments.
Nonfree DRM'd Games on GNU/Linux: Good or Bad?
Authored by: Anonymous on Monday, July 30 2012 @ 04:31 AM EDT
Some more info on wallhacks:

Server-side wallhack prevention can be done, but is expensive, and can't stop
players from see round corners a bit, which is still a major advantage.

That's because the server *has* to send data on everything that *might* be in
your view before the server updates things positions again. That's a lot more
than you might think.

[ Reply to This | Parent | # ]

This all above is for multiplayer
Authored by: Anonymous on Monday, July 30 2012 @ 06:14 AM EDT
an d whom says i wish to play multiplayer all time and dont
want cheats so i can get past harder bits or wish to have a
power trip of a single player ....

[ Reply to This | Parent | # ]

Nonfree DRM'd Games on GNU/Linux: Good or Bad?
Authored by: tknarr on Monday, July 30 2012 @ 12:50 PM EDT

There's an easy algorithm for checking LOS. It's used in the client software and in every 3D rendering and animation program out there. How do you think rendering software figures out which portions of which surfaces in a scene are visible, and which are obscured by closer surfaces? The algorithm doesn't require a video card, and since the game server has all the object information it's got everything needed to do the calculations. Sure it's easier to do it on the client side, but the client's under player control which means you can't completely trust it. And DRM is known not to help, since as far as I know there isn't a single client-side DRM system out there that's been in use more than a few months that hasn't been broken and compromised. The fact that cheating's still an issue is further evidence of that. If client-side code could be secured against cheating, we wouldn't constantly see cheats for new games and new cheats for older games coming out. We've had 30+ years of multiplayer online games, yet as far as I know the only ones immune to cheats were the ones where all the work was done on the server and the client wasn't responsible for any of the calculations (VT100 terminals are notoriously lacking in CPU horsepower). This is... not IMO mere coincidence.

[ Reply to This | Parent | # ]

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