You Shouldn't Try to Protect Your Game

So you were the one ripping my "How to program in assembler” videos. Finally mystery solved.

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I only ever wanted quality software, but was as poor then as I am now. If I ever hacked your stuff, it was because it was worth the effort. I never re-distributed anything (hence, the still poor bit).

So, I’m sorry, and thank you for the excellent software. :smiley:

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Yes, I reckon that’s one incidental benefit of having my entire backend as a C++ library. Not that I expect my game to attract that level of attention when it is finished.

The world needs more pro-piracy game developers.

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It really isn’t. Plenty of tools to decompile C++ at runtime or offline.

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Of course there are: rather more than for Godot, I would imagine. But if a hacker wanted access to the whole game, they would have to decompile the front and back end separately. We’ve established that any game can be hacked. Using GDExtension simply changes the cost-benefit analysis.

I disagree, wholeheartedly, as it doesn’t change it to any noticeable degree.
Fraction of cents on the dollar type of change.

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The point of this thread is to discourage people trying to do crazy things to try and secure their code because the effort is not worth it. Yes, it’s an incidental benefit of using C++ and GDExtension, but for anyone else reading this, writing all your code in C++ for this reason alone is creating a lot of work for negligible benefit. Which is the point I am trying to make.

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When devs use C++ I get suspicious as to their motives. What are they trying to hide? That’s when I start digging. Paranoid doesn’t mean no one is out to get me.

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Mostly a lot of brute force iteration. I’ve read somewhere that C++ is really good at that thing :smile:

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You got me. It’s a nefarious plan to steal your voxels. No-one ever counts them.

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There was an interesting topic posted on Reddit today: Protecting Godot games against reverse engineering, where OP (allegedly trained/working in cybersecurity) described their pipeline for improved obfuscation and encryption for exported Godot projects.

They seem to be level headed about this approach, mentioning a couple times that it’s not impervious by any means. It makes the project close to impossible to be cracked by an unskilled and/or opportunistic person though and is supposed to significantly slow down a professional.

Worth a read in my opinion, if anyone is interested.

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That’s a really cool read, thank you!

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If I made a game worthwhile trying to hack/pirate, I’d be flattered.

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