I’d just like to add one thing on the “close-sourcing as anti-cheating”: let’s not forget that close-sourcing doesn’t prevent modifications, it just makes them more difficult, but since most exploits such as auto-aim or see-through walls are trivial to implement, they only become next to trivial by this. So I really think literally the only thing close-sourcing will do for anti-cheating is that it will delay the creation of cheating tools from hours to days, and that’s it. Basically give me any popular game and I will find you several cheating tools and videos of cheaters happily cheating about.
Online cheating is definitely a problem, I just think it’s mostly not a game-killing problem, just an annoyance, and that close-sourcing is not even close to a solution. Companies indeed know this and resort to:
- server-side techniques (correct, doable with open-source as well)
- player reports (also correct)
- spyware (not correct )
Open Arena is basically liberated Quake 3 - it plays exactly the same. If you want something innovative, take a look at Red Eclipse - it’s like Quake but with added parkour elements, plus it has an ingame first-person multiplayer map editor! (it’s voxel based, but supports really tiny voxels, so it doesn’t look like Minecraft at all). I spent a lot of time just in that editor alone. Oh and there is also Tesserarct - it’s a similar voxel-based WIP FPS (I think they’re both forks of some older game) that tries to apply modern rendering techniques, has some really beautiful shaders.