"Ah, so you make bulets server-side, and damage client-side?"
Not exactly. The damage is client side, but the bullets are as well. When a client fires, they simply tell the server where they fired from, at what angle, and what type of bullet they fired. This means the bullets always come out of the tank turrets. But is also means that a rogue client could spawn as many bulelts as they want from any location. :-)
But it's not like server based solutions are much better. When playing counterstrike I have encountered people doing things that I would have though impossible on a server based architecture. Things like "speed hacking" where one can run super fast, as well as fire super fast. Or flying about. Or walking through walls.
Not exactly. The damage is client side, but the bullets are as well. When a client fires, they simply tell the server where they fired from, at what angle, and what type of bullet they fired. This means the bullets always come out of the tank turrets. But is also means that a rogue client could spawn as many bulelts as they want from any location. :-)
But it's not like server based solutions are much better. When playing counterstrike I have encountered people doing things that I would have though impossible on a server based architecture. Things like "speed hacking" where one can run super fast, as well as fire super fast. Or flying about. Or walking through walls.