Have unpredictable map generation in multiplayer
Open
Nobody has claimed this yet.
area: network
area: simulation
blocked
lang: c++
to-discuss
- Dominant language
- Python
- Stars
- 14.4k
- Forks
- 1.3k
- PR merge metrics
- No merged PRs in 30d
Description
In order to not reveal any information about the map except the actually discovered areas, the gameserver must not provide the seed used for the generation to the clients. Instead, only seen tiles/units/etc are transmitted in the state they were last seen. Great cheat protection :)
Contributor guide
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First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
No files, tests, or entry points are named. Start by locating the multiplayer gameserver map-generation and state-transmission paths; done means clients receive only discovered or last-seen state and never receive the generation seed.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp, python
- Domain
- game-dev, networking
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 30/100