[OT]-How To Protect Game Assets?(Audio/Visuals) |
[OT]-How To Protect Game Assets?(Audio/Visuals) |
Philip Bennefall
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Perhaps this one?
http://icculus.org/physfs/ Kind regards, Philip Bennefall On 4/26/2015 1:54 AM, JeZ-l-Lee wrote:
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[OT]-How To Protect Game Assets?(Audio/Visuals) |
Jared Maddox
Guest
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If you're trying to avoid other people copying the assets, I refer you to this: http://badlogicgames.com/forum/viewtopic.php?f=11&t=7513 Specifically note the mention that Valve and id Software don't bother trying to PROTECT the data, instead caring about CONVENIENCE. Learn from their example and stop worrying about protecting your art assets from being copied. Also, remember that Windows basically ALWAYS supports screengrabs IN THE OS by simply pressing the PrintScreen button (and using alt in conjunction if you just want some particular window). Don't waste your time on fiddly little minutia that aren't likely to cause you problems (also remember that Flappy Bird looked like it had used NES Mario assets, but hadn't used even one: seriously, don't waste your time). Beyond that, if you're trying to shove the assets into the executable for reliability purposes, I know (and have scratched out) how to do it, but you'd have to pay me to get it finished (I have other projects at the moment). Basically you write a program that will read in an arbitrary file, and output both a header and c file that contains the original file as a hexadecimal-encoded array. Pretty straightforward, and useful if you want to support some very simple bootstrapping (also useful as a means of complying with GPL: shove all source into an archive, run the archive through the program described above, link to your program, and include a command-line switch that just vomits the entire thing out). _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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[OT]-How To Protect Game Assets?(Audio/Visuals) |
Daniel Gibson
Guest
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On 04/26/2015 03:34 AM, Jared Maddox wrote:
I totally agree with this.
Well, for adding into the executable there is another nicer way: * put things in a .zip file * append that zip to your executable (cat bla.zip >> yourExe) * run "zip -A yourExe" to fix the zip internal file offsets (zip is from "Info-Zip" in this case) * make your executable open itself as a zip file (using miniz, zlibs minizip, physfs or whatever lib can help you reading zips) and use it like a normal zip file To open your executable, DG_GetExecutablePath() from DG_misc.h (see https://github.com/DanielGibson/Snippets/ ) might help. I'd suggest only doing this if you have very few assets - patches for your game will have to contain all the assets (instead of just a bugfixed executable). That might be acceptable for a 5MB (incl. zipped Assets) game, but maybenot so much for a 500MB game Cheers, Daniel _______________________________________________ SDL mailing list http://lists.libsdl.org/listinfo.cgi/sdl-libsdl.org |
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