{"id":133,"date":"2008-04-19T13:22:34","date_gmt":"2008-04-19T03:22:34","guid":{"rendered":"http:\/\/www.vectorstorm.org\/?p=133"},"modified":"2008-04-19T13:31:54","modified_gmt":"2008-04-19T03:31:54","slug":"networking-for-vectorstorm","status":"publish","type":"post","link":"https:\/\/www.vectorstorm.com.au\/2008\/04\/19\/networking-for-vectorstorm\/","title":{"rendered":"Networking for VectorStorm"},"content":{"rendered":"

I’ve been thinking more and more about adding network classes to the VectorStorm library, and I expect that I’ll do so sometime within the next few days.<\/p>\n

However, there’s always a risk involved when doing networked games in an open-source game; it makes it really easy for people to cheat. Just modify your copy of the game to make you faster or invulnerable or whatever, and you can basically do whatever you want. And I’d really rather not have that problem.<\/p>\n

Thinking it over, I’ve made a list of things that I want to somehow allow and disallow:<\/p>\n