Feasibility of using Bolt for a game
Snape
✭
in Photon Bolt
Hi,
I'm thinking about using Bolt for a simple game where players can win an enjin token by hitting a moving target. Since the enjin token will have real world value I need to be sure the game cant be hacked. I'm interested in using Bolt since it has a persistent master client. I'm very new to devving so please be gentle with me!
So my thinking is that when a player fires a bullet only the input is sent to the master client and then the master client calculates if the target was hit and sends the result back to the player (along with visual feedback showing the bullet travelling and hitting the target). Since the player can only send input data does this protect my game from a user hacking it somehow?
I would really like to learn what sort of security measures I would need to take when using Bolt. Or does Bolt intrinsically offer this security as part of the persistent master client game architecture? - assuming I'm only sending inputs from players and any reward calculations are made on the master client.
Thanks for any insight here
Spencer
I'm thinking about using Bolt for a simple game where players can win an enjin token by hitting a moving target. Since the enjin token will have real world value I need to be sure the game cant be hacked. I'm interested in using Bolt since it has a persistent master client. I'm very new to devving so please be gentle with me!
So my thinking is that when a player fires a bullet only the input is sent to the master client and then the master client calculates if the target was hit and sends the result back to the player (along with visual feedback showing the bullet travelling and hitting the target). Since the player can only send input data does this protect my game from a user hacking it somehow?
I would really like to learn what sort of security measures I would need to take when using Bolt. Or does Bolt intrinsically offer this security as part of the persistent master client game architecture? - assuming I'm only sending inputs from players and any reward calculations are made on the master client.
Thanks for any insight here
Spencer
0
Comments
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You can use Bolt with hosting your own dedicated servers and move all logic there (server authoritative).
Alternatively you could go with Photon Quantum, where the entire simulation relies on input.0 -
Thanks for the info!You can use Bolt with hosting your own dedicated servers and move all logic there (server authoritative).
Alternatively you could go with Photon Quantum, where the entire simulation relies on input.
Do you know of any good resources that explain how to setup a server that will work with Bolt?0 -
Thanks @stanchion mod0