Sqrl said:
For those who missed it, bod is talking about bullet/projectile flight times. Basically its easier to hack when the bullets are automatically where you are pointing versus when the bullets actually have to travel. Because when the bullets are tracked by the engine the opponent can try to dodge etc and you have to take that into account for an aimbot etc.... |
Yeah, thanks Sqrl!
Simple example: RPGs that fire and have a missile travel across the screen. Every time the game processes, it has to recalculate the position and trajectory of the missile on the screen. That's, oh, hundreds of times a second, at least. Hacking that is hard.
In Counter Strike, as the classic example, most bullets leave the gun, and are instanteously placed wherever they were fired. So if I were shooting at a person, and I click the trigger, the bullet goes from inside my gun to inside the person instanteously. There are no flight time or trajectory calculations for the bullet. That's much easier to hack.
Unreal Tournament has many guns that have bullets (or rockets) with flight times / trajectories. Not all, but many. This makes the game automatically much more difficult to hack.
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