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#ActualKryzon

Posted 12 May 2013 - 07:33 PM

There are some older threads with a similar subject here on GDev, and some of the posts in them make a great point on the subject - in fact, it would be a shame not to reference them:

http://www.gamedev.net/topic/506247-why-do-game-companies-use-custom-texture-formats-instead-of-the-dds-format/

http://www.gamedev.net/topic/605910-encrypting-images-png-with-directx/
http://www.gamedev.net/topic/577588-what-are-some-simple-ways-to-protect-my-games-assets-sprites-sound-music-etc/
http://www.gamedev.net/topic/316093-protecting-game-assets/
http://www.gamedev.net/topic/627723-packing-the-game-resources/
http://www.gamedev.net/topic/547471-protecting-shader-code/
http://www.gamedev.net/topic/555394-binary-file-writing-making-it-unreadable-c/

To my view, the point most people make against the encryption-for-protection idea is that the best kind of protection for your assets is the legal one. Make a good copyright claim, a good EULA document.
But they do make a point for managing your game asset file formats in a sense that you should write it in a game-engine specific, binary manner so as to load it as fast as possible (meaning just dumping the data to memory and setting up your pointers, without having to parse data extensively). This kind of binary file formatting provides a "side-effect", unintentional protection as you wouldn't be dealing the original formats anymore. So as Hannah Montana would say, it's the best of both worlds.


#1Kryzon

Posted 12 May 2013 - 07:27 PM

There are some older threads with a similar subject here on GDev, and some of the posts in them make a great point on the subject - in fact, it would be a shame not to reference them:

 

 

http://www.gamedev.net/topic/506247-why-do-game-companies-use-custom-texture-formats-instead-of-the-dds-format/

 

 

http://www.gamedev.net/topic/605910-encrypting-images-png-with-directx/

http://www.gamedev.net/topic/577588-what-are-some-simple-ways-to-protect-my-games-assets-sprites-sound-music-etc/

http://www.gamedev.net/topic/316093-protecting-game-assets/

http://www.gamedev.net/topic/627723-packing-the-game-resources/

http://www.gamedev.net/topic/547471-protecting-shader-code/

http://www.gamedev.net/topic/555394-binary-file-writing-making-it-unreadable-c/

 

To my view, the point most people make against the encryption-for-protection idea is that the best kind of protection for your assets is the legal one. Make a good copyright claim, a good EULA document.

But they do make a point for managing your game asset file formats in a sense that you should write it in a game-engine specific, binary manner so as to load it as fast as possible (meaning just dumping the data to memory and setting up your pointers, without having to parse data extensively). This kind of binary file formatting provides a "side-effect", unintentional protection as you wouldn't be dealing the original formats anymore. So as Hannah Montana would say, it's the best of both worlds.


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