- Aimbots is a problem regardless of state it, as long as you can see/shoot at it then aimbots can exist, stopping that is a separate issue.
- On ESP/Wall hacking you're right, it can be an issue
- Full snapshot/heap shipping as emulators and Kettlewells WASM sample is hard to patch here.
- an DoD ECS grounded design like Ambient could selectively withhold entities (ie out of sight), however I think for starting development it shouldn't be an initial worry as long as you don't design yourself into a corner in such a way that it's impossible to implement later.We've had generations of games that was built as webs-of-objects (and popular engines that still default to it), and yes, adding and maintaining netcode with that is like pulling tooth because you need to manually keep track of so much.
This puts netcode mostly as an automatable task with clear default rules, stuff like hiding players/entities out of sight becomes filters (in the same way as not updating far-away stuff).
It was very well made but had a couple of power balance issues, which is it bo expected.
The problem was that it didn’t get its network code right from the very start. After a fun honeymoon period that was way too short, we would see cheaters all over the place. Not even “just” wallhacking but also teleporting around and dramatically increasing gun RPM.
This sucked out the whole fun in just a few days. My friends and I never played again even though they might have fixed it down the line.