Re: GhostRadar v1.11 *fixed*
Posted: 19 Nov 2008, 23:18
it CAN be figured out by the player. unitids are readily available to anyone.
god dammit, widgets are not cheats.
god dammit, widgets are not cheats.
Open Source Realtime Strategy Game Engine
https://springrts.com/phpbb/
+1, nearly impossible to fix.lurker wrote:And the fact that they are available is a flaw in Spring.
How ?Tribulex wrote:it CAN be figured out by the player. unitids are readily available to anyone.
god dammit, widgets are not cheats.
Well, it depends on what you mean by cheating. At the moment, the leaking unit ids is a built in feature of the luaui interface, and as such can't really be classed as a cheat in the same way as a custom-modded spring exe could.imbaczek wrote:the problem is the same as with any cheating protection - few undetectable modifications of engine code would make any protection against leaking ids useless.
By a human function called memory!Masure wrote:How ?Tribulex wrote:it CAN be figured out by the player. unitids are readily available to anyone.
god dammit, widgets are not cheats.
Unless ghosted buildings is disabled. Now here you could say that a widget is a cheat or an outlaw!--skip buildings, they get ghosted anyway
You would not be able to tell units apart once they left radar range and re-enter it. I dont know a way for players to figure out the actual unitId.Pendrokar wrote:By a human function called memory!Masure wrote:How ?Tribulex wrote:it CAN be figured out by the player. unitids are readily available to anyone.
god dammit, widgets are not cheats.
-I know it is a old post
Yes (it draws outside screen) but only for the radar range. AFAIK later in the rendering pipeline geometry outside view gets culled anyway (which isnt completely free). So probably its still possible to improve the rendering by checking visibility before sending stuff into the rendering pipeline. But I dont know if you would get a noticable performance increase. Maybe some OGL-Wizards could share their opinion about this.Pendrokar wrote: I haven't been using gl. functions but when looking at the code... Doesn't it draw ghosts even if it is out of screen view? Or does the functions themself take care of that?
GroupAIs are gone now, right? So the argumentation applies for units nowadays too (since there is no RadarAI freely available anymore). It's indeed arguable.Pendrokar wrote:Unless ghosted buildings is disabled. Now here you could say that a widget is a cheat or an outlaw!--skip buildings, they get ghosted anyway
culling occurs on per-face/per-vertex level, so it runs everything through the vertex shaders -> slowvery_bad_soldier wrote:Yes (it draws outside screen) but only for the radar range. AFAIK later in the rendering pipeline geometry outside view gets culled anyway (which isnt completely free). So probably its still possible to improve the rendering by checking visibility before sending stuff into the rendering pipeline. But I dont know if you would get a noticable performance increase. Maybe some OGL-Wizards could share their opinion about this.Pendrokar wrote: I haven't been using gl. functions but when looking at the code... Doesn't it draw ghosts even if it is out of screen view? Or does the functions themself take care of that?