• @[email protected]
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    11 months ago

    It also doesn’t work. I know that’s what the parent comment said, but it’s a total scam at the company level too.

    “Oh, server networking is hard to do right. Let’s do it client side”

    “Oh, people are cheating. Let’s add anticheat”

    Ensue 3 years of fixing network consistency bugs and playing whackamole with cheaters

    I’ve developed games where the client is the source of truth, and games where it’s the server. It is almost always better to do anything that will be developed for more than a few weeks serverside.

    • Aniki 🌱🌿
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      2111 months ago

      Also from an engineering perspective it makes LOADS more sense as you can apply patches to the servers instantly vs. requiring the users patch the game themselves.

      • @ikidd
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        411 months ago

        Also, you can control the variables of the system it’s running on.

        Of course, it means when you fuck up, it affects everyone at once.

        • Aniki 🌱🌿
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          311 months ago

          But with journaling file systems and kubernettes orchestration it’s SO easy to revert changes with modern day Linux.

          • @ikidd
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            411 months ago

            Oh, absolutely. I can’t believe we deployed web apps on IIS for instance. What a shitshow that was. If you can run the important bits on something predictable like linux with all the serverside tools that gives you, why wouldn’t you.