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1  Game Development / Game Play & Game Design / Re: Anti Aimbot?? on: 2015-10-25 01:17:08
+1 focus on your game.

Having cheaters play your game is a kind of a milestone. You'll have enough time to think about that when your game will be actually released.
2  Game Development / Game Play & Game Design / Re: Anti Aimbot?? on: 2015-10-24 22:02:21
I agree with others about doest it is worth it or not?

Anyway, to answer the first question, well maybe you can try to be creative.

Let's assume a standard (quake3 style) type of gameplay.
Maybe the server can send to a given player, a fake position of any other player. From client side, the faked client must look 100% legit (so a computer, and a player will see it as a real player).

Now let's say the faked client is out of view of the player (like behind a wall, or directly behind the player).
Well, a real player will not fire at it, but most of simple aimbots will...

Just be creative. As creative as hacker will be Wink
3  Game Development / Newbie & Debugging Questions / Re: Sprites rendering in 2.5D raycasting engine on: 2013-04-09 10:42:49
If I remember correctly, wolfenstein use bsp map format.
Correct me if I m wrong but there is directly visibility data inside the bsp tree, so you just have to render all sprites inside the visible zone computed by vis.
4  Game Development / Networking & Multiplayer / Re: Kryonet - Local Connection works, External doesn't on: 2012-09-30 21:27:04
Look at Nat-punchtrough ;-)
It's a way to make connection possible with server behind routers.
I've achieved that in C# but because sockets and IP protocol are the same in all languages I think you can do that in java.
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2015-08-29 11:33:11 is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑
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