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He's asking why his suggestion isn't used to STOP speedhacking. He's not trying to speedhack himself.
(Im even experimenting with building my own anticheat, by streaming the game, classic nexuiz, a opensource free game, from a server)
http://www.youtube.com/watch?v=NL-FADxxYkM
The question is why the server trust the client in regards of speed.
The main rule when developing any internet-facing applications is "never EVER trust the client".
Simply, let the client side portion of the game be a simply "dumb renderer" that simply renders data from a server, like a thin client, and sends raw movement commands (NOT position commands) and the cheat problem is solved.
I know ♥♥♥♥ all about how cheats work, but this thread is interesting to read.
You want to sell cheats for games? I thought you were cool Silverfox, but not any more. ;-)
As of you're idea of original idea of validating each position, that is a bit more realistic. The algorithms to determinate valid movement vary from game to game. (ie. will the client be falling far distances? Are their vehicles involved? can a player be pushed by another player? Are their any "speed boost?"). That all being said such a solution IS possible. Many triple A games utilize these custom made algorithms; but unfortunately for smaller game devs that use pre-made game engines do not have these custom made algorithms built in (such as Unity, Bullet, Unreal). The reason these algorithms are missing because they MUST be made custom, and some times, such as Unity, you don't even have access to modify the underling packet transfers.
Hope this halp'd.