Difference between revisions of "User talk:Assemb-LR/The Client-Server Problem"

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(Created page with "== Proprietary games can be cheated with too == Please don't imply the problem only comes with free/libre games. Also, “fat client/thin server” often turns out to be a mu...")
 
 
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== Proprietary games can be cheated with too ==
 
== Proprietary games can be cheated with too ==
  
Please don't imply the problem only comes with free/libre games. Also, “fat client/thin server” often turns out to be a much better model as it works better on high-latency connections and requires less bandwidth. For what it's worth, most games these days tend to give more power to the client. '''[[User:Calinou|Calinou]],''' 22:27, 16 September 2014 (MSK)
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Please don't imply the problem only comes with free/libre games. Also, “fat client/thin server” often turns out to be a much better model as it works better on high-latency connections and requires less bandwidth and CPU (on the server: again, saving server CPU rather than client CPU is better because a lot of server CPUs are slow, for power saving or because they're not dedicated machines). Most games these days tend to give more power to the client. '''[[User:Calinou|Calinou]],''' 22:27, 16 September 2014 (MSK)

Latest revision as of 18:31, 16 September 2014

Proprietary games can be cheated with too

Please don't imply the problem only comes with free/libre games. Also, “fat client/thin server” often turns out to be a much better model as it works better on high-latency connections and requires less bandwidth and CPU (on the server: again, saving server CPU rather than client CPU is better because a lot of server CPUs are slow, for power saving or because they're not dedicated machines). Most games these days tend to give more power to the client. Calinou, 22:27, 16 September 2014 (MSK)