this post was submitted on 02 May 2026
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[–] thatonecoder@lemmy.ca 1 points 3 weeks ago* (last edited 2 weeks ago)

You can technically implement “client-sided” anti-cheats (as in, anti-cheats running in one client to detect another client's cheats), although that is trickier than server-sided anti-cheats for sure (for instance, aim and movement checks are much easier to implement client-sidedly than lag checks).