
Contents
Our in-house anticheat evolved a lot this summer. Here is how it works, without revealing anything that would help bypass it.
Why a predictive anticheat
Classic anticheats compare movement against fixed thresholds. Careful cheaters slip through, and players with a bad connection get flagged.
Simulate rather than guess
On every move, the server simulates the client's physics: gravity, friction, potion effects, blocks crossed. It then compares the reported position with the computed one.
gap = |reported position − simulated position|
alert if gap > tolerance(latency, effects)
Accounting for latency
Tolerance widens with the player's measured latency, so an unstable connection alone no longer raises an alert.
What moderators see
Alerts show up on the website, grouped by player, with a confidence score. No automatic sanction: a moderator always looks before acting.
Numbers
- 94% fewer false positives than the previous system;
- 3 times more movement cheats detected;
- under 0.2 ms of computation per player per tick.