Spyke

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Work on any good projects lately?

I've been preparing to run a TTRPG called Death in Space for my friends, and I have poured dozens of hours into map making for one of the bigger locations of the setting. It's called the Iron Ring, and it is a giant orbital structure built around a yellow moon called Inaro.

This screenshot of the map is approximately 150,000 square meters. I plan to have about 5 more locations this size.

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Kernel Anti-Cheat Is an Overreach

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Depending on the implementation, client side anticheat isn't needed at all. Take the game Speedrunners for example. There is zero need for the server to do anything other than accept player inputs, process them, and return them to the clients.

So if coded correctly, where the server trusts nothing and does the math itself, it is impossible to cheat while having zero anticheat on the client.

And that's without there being any additional cost.

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What do you love the look of despite it being impractical, uncomfortable, or high maintenance?

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This is the exact thought I had as I saw this post.

I'm currently building one out of an ammo can with a raspberry pi and an ungodly amount of squeezing and CAD work.

Very much inspired by this guy's buiild:

https://www.youtube.com/watch?v=-qo-nNeZTQE

My current progress:

https://i.imgur.com/k1WUoJb.png

https://i.imgur.com/AONRBeP.png

https://i.imgur.com/8J6ugEh.png

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What do you love the look of despite it being impractical, uncomfortable, or high maintenance?

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Agreed. I've been obsessed with it. And I Made it extra challenging for myself by using a bigger screen, a whole whopping 9 inches. And then to add insult to injury I'm making removable batteries, a locking mechanism so it can be taken apart on the fly, a full mouse and keyboard, and a fan for airflow.

Eventually I might also add a GPS unit inside it too for the hell of it.

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Kernel Anti-Cheat Is an Overreach

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Client side anti-cheat is absolutely needed in FPS/TPS. Without it, server side anti-cheat would have to do far more and quietly be much harder to do.

Those types of games are usually made by AAA studios. They have the resources to do server side anticheat despite it being more involved.

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Favorite scifi concept?

Starship 3000

As I remember it, it was a terribly written book about a colony on the moon with a water ocean, and an asteroid hollowed out to be a seed ship to travel the stars and colonize planets.

The first half of the book was the colony on the moon part, and it went into the physics of an ocean with very low gravity, and how massive the waves get as a result. That part was cool.

And the asteroid seed ship was also very cool, it was described as being an entire ecosystem with hundreds of square miles of earth-like terrain, with small towns sprinkled all over the place.

But the writing was so hard to follow. It was all abstract, pronouns and names were hardly used enough to keep track of what was being talked about. Reviews for the book follow a similar pattern.

I've had a mind to make game about the asteroid seed ship because I feel like the concept hasn't been done justice.

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Kernel Anti-Cheat Is an Overreach

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I've been working on a PvP game for the last few months.

Visibility checks aren't needed in all cases. Most RTS/2D/2.5D games don't have this problem, or it is minimal.

For games that do need them, they tend to be AAA FPS, which have the budget to make simple changes like lag compensation.

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