Yeah, it is definately not as safe. This would be only be good for detecting erratic movement/attacking/etc...

But is not suitable for any a game with items/gear/resources that should carry on the progression from one session to another (or rpg type character skill advancement), because withought a centralized server peers can only check if what happened during the current session is valid, but on connection they have no idea if the items/stats brought into the session from a previous session are valid or not.

So this work-around is valid only for certain types of games that dont require "permanent advancement" game mechanics that carry on from one session to another. However this does not completely discard progression based generes like rts or rpg, it just restricts these generes to session-limited advancement. For example a starcraft style rts if you remove the ladder system should be fine. Or a moba type rpg because each session you have a fresh start.

Synchronization and stability are a completely different matter though, but one step at a time I guess, hehehe. Meanwhile, back to research! I hope I crack this nut, but even if I don't at least I am learning alot in the process.


"The more you know, the more you realize how little you know..."

I <3 HORUS
http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=401929&page=1