[Kde-games-devel] Re: Incomplete Information and KGame
Erik Sigra
kde-games-devel@mail.kde.org
Mon, 17 Feb 2003 10:28:45 +0100
måndagen den 17 februari 2003 04.32 skrev Andreas Beckermann:
> Well - for most games it is more important how much data is transferred,
> than to try to make cheating impossible (doing this is imho too hard for
> open source games - you can always cheat).
This is wrong. The solution is to play on trusted public servers.
> Well on a simple 50x50 map of a strategy game with fog of war you'd have to
> hide basically everything from the player and transmit nearly every cell of
> the map over network when a player moves a unit. For every player. This is
> basically impossible (we did not yet speak about the units themselves).
>
> And also this is one of the central point of KGame - every client knows all
> data of the game. So if one of the client is broken it can be replaced
> easily, e.g. by a computer player. Also we can easily save the game and
> continue later.
I think you could learn a lot from Freeciv (www.freeciv.org).