anti-cheat

Installation
SKILL.md

anti-cheat

Core Philosophy

In multiplayer games, the client is fundamentally compromised. The game executable runs in a hostile environment controlled by the user: memory can be modified via Cheat Engine, network packets can be intercepted, and GPU rendering pipelines can be injected with custom shaders. True anti-cheat engineering does not rely on invasive kernel drivers alone; it is built on an uncompromising architectural foundation: Server Authority. The client only sends input intentions; the authoritative server simulates physics, validates mechanics, and adjudicates reality.


4-Step Server-Authoritative Anti-Cheat Architecture

Step 1: Server Authority & Movement Validation

  1. Never Trust Client Coordinates:
    • The client must never send absolute positional updates (player.position = x, y, z).
    • The client sends raw input vectors (Move forward, Jump, Delta time). The server simulates physics and returns authoritative state.
  2. Speed-Hack & Teleportation Prevention:
    • Server tracks positional displacement per tick: $$\Delta d \le v_{text{max}} imes \Delta t + \epsilon_{text{threshold}}$$
    • If displacement exceeds maximum legal speed plus latency buffer, snap the player back to their last validated server position and flag anomalous telemetry.
  3. Ray-Swept Collision Bounds:
    • Verify movement vectors using server-side ray sweeps to prevent clipping through solid geometry ("noclip" cheats).
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anti-cheat — poorvith-mp/skills-gamedev