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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.

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