Jump to content
  • Advertisement
Sign in to follow this  
GSide

How to avoid data piracy?

This topic is 4819 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

How to compile a program in VC++ that will make my link data such as .x files, textures, sounds and etc., becomes encrypted and cannot accessed or used by others? advance thanks!

Share this post


Link to post
Share on other sites
Advertisement
Best way is to use a library to archive those files, then encrypt/decrypt the data to deter anyone trying to take out the files. Note that for the most part, this will make it hard to obtain the files, but doesn't make it impossible. It's not that hard to write your own custom solution. I wrote something called Simple Archive, that does pretty much this. Feel free to take a look at it. For a quick overview on it look at the temporary webpage for it here. It comes with examples of how to use as well as the source so you can take a look at how I went about it.

Share this post


Link to post
Share on other sites
Guest Anonymous Poster
There is no fool proof way to protect your data. Even if you just keep it stored remotely they can sniff it off the wire. Just encrypt it yourself as much as you can without killing your applications speed.

Share this post


Link to post
Share on other sites
Quote:
Original post by Drew_Benton
Best way is to use a library to archive those files, then encrypt/decrypt the data to deter anyone trying to take out the files. Note that for the most part, this will make it hard to obtain the files, but doesn't make it impossible. It's not that hard to write your own custom solution. I wrote something called Simple Archive, that does pretty much this. Feel free to take a look at it. For a quick overview on it look at the temporary webpage for it here. It comes with examples of how to use as well as the source so you can take a look at how I went about it.

This seems to be the industry-standard approach to the problem, simply because it works quite well (and it keeps the number of files down, too). For example, Valve's Steam architecture operates on such a system. The archive files are encrypted, and then uncompressed and decrypted at loadtime.

If you really want to protect your data, and put in the time to implement a fairly extensive filesystem, I recommend this approach.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!