> The serious cheats in competitive games these days don't rely on hacking the game anymore.
This may be true for a class of cheats, but it isn't broadly true. That means these category of cheats can only enhance what is already visible.
In FPS games, being able to see players position through walls is a super valuable cheat _and_ requires access to the underlying game engine (to extract player location).
Every time I hear about the seeing through walls hacks, I wonder why the developer just doesn't send the other users locations unless it should be visible.
Maybe because doing the math to figure out if it should be visible is handled completely on the frontend to keep latency low?
This is the equivalent of a bank API giving you everyone's information, and the frontend SPA filtering it to only the logged in user.
This may be true for a class of cheats, but it isn't broadly true. That means these category of cheats can only enhance what is already visible.
In FPS games, being able to see players position through walls is a super valuable cheat _and_ requires access to the underlying game engine (to extract player location).