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Streaming-based game engine for anti-hacking purposes?

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My desire is to avoid hacking into a game I make. My thought is that if the user only can provide input and is only returned a picture via the stream, then they cannot hack and are forced to obey the rules as I code them. Ofcourse if they literally hacked into the game-engine streaming service itself then that's a problem. But that's a different level of hacking. This “streaming” engine I think provides good security vs. a local game where a hacker can just hack into all the code and do who knows what.

But does this …


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