From what I understand, most games (Like FPS) uses a server that also simulate the game, and can detect cheaters, and has authority on player positions/speed/kills. I am making an RTS, where each player simulate the game deterministically, so they can all verify if a player cheats (e.g. spends money he doesn't have). So my thinking is that there is no need for the server to simulate the game, just have every player send a message to the server when another player cheats, and punish the...
Cheating detection in RTS
Cheating detection in RTS