Game Development Community

Security level of compiled T2D stuff?

by Mike Saunders · in Torque Game Builder · 04/05/2005 (9:36 am) · 4 replies

OK, I'm the first to admit that I'm putting the cart WAY before the horse with this question (since I have not even bought T2D yet ;) ) but...

What is the security level of the compiled scripts (or whatever you'd normally distribute with a game created using T2D)?

I'm wondering about, for example, how you'd check a registration number that has been entered to unlock the game and would the code be reasonably resistant to people decompiling it to see how it's done? Also, to prevent people from lifting code to your game.

I know that nothing is crack-proof, but it seems that many "compiled" things these days are very easily de-compiled and since copy-protection/security has always been somewhat of an interest for me, I am wondering about registration methods/etc. for my "big game" someday far down the road...

Or, perhaps, registration numbers are something that cannot be done in the scripting language and I'd have to write a C++ chunk to do it?

Thanks,
Mike

#1
04/05/2005 (9:48 am)
You're right on the C++ line, though you could do it in TorqueScript...you'd just have to write your own crypto functions for it.
#2
04/05/2005 (10:08 am)
Hey,

torque script is hardly secure, it stores variable names and the code itself in a binary form.
if one has access to tge's source he can easily decompile the .dso files.
also there was a dso decompiler in the tribes days...

hope this helps.
#3
04/05/2005 (11:28 am)
DSO decompiler? Really? How does this affect the T2D license since the whole license hinges on the fact that no scfript source is released.

For any final ganme what I personally plan to do is encrypt the stream level then use zip or somethign like that to pack everything up.
#4
04/05/2005 (11:43 am)
You can use the encrypted container resource to store your .dso files in an encrypted form