in Learnings

For dummies: trusted-client vs. server-authoritative network model

The title of this post is overly complicated but I promise you the content of the presentation is beautifully easy to understand (drop a comment if it isn’t).

Glenn Fiedler wrote an insightful post on the cheats and player-exploitable glitches in the Ubisoft video-game “Tom Clancy’s The Division”.

He says that it seems the game uses a trusted client networking model versus the more secure server-authoritative network model. After reading his post, it took me a few minutes to sit and think about what he wrote, to actually understand what he meant.

I’m not a noob to gaming… created DFBHD maps in 2004 and have tinkered quite a bit with the map-making for Counter-Strike 1.6

So I decided to go ahead and explain these two concepts in what I hope is an easier way for the average gamer to understand. If the Google Presentation fails to load here’s the direct link.

About Siddharth Deswal

SaaS from the trenches. Right now leading marketing at VWO

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