Original Post
I'm writing a FPS game engine that massively revolves around modularity and DLLs, giving clients a massive capability to cheat by simply switching around DLLs. I haven't began on the networking code yet, but I am trying to eliminate possibilities of cheating from my model before I start. One example of exploiting DLLs for cheating is that all the drawing is done in low level DLLs, and by altering drawing DLLs to draw everything half transparent, the player could have X-Ray vision. Is there any way I could verify that the client is running the same set of DLLs from the server side? It would be nice to do the same for models since a player could simply alter the model's transparency instead.