Jump to content
  • Advertisement
Sign in to follow this  
Grant1219

Securing data

This topic is 4499 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 would you go about scrambling a .bmp file so it cant be read? I need to do this somehow so people with my game client cant edit or steal art. If scrabling it isn't how its usually done then please tell me the way most people do this. Thanks

Share this post


Link to post
Share on other sites
Advertisement
Guest Anonymous Poster
Isn't it a bit pointless though? They'll just take screen snaps at runtime.

Share this post


Link to post
Share on other sites
Some ideas:

1) Custom image format. Easy to reverse if someone really wants the data, but it's a start.
2) Encryption. This can be very hard to reverse, but you have to keep the key somewhere, so someone who wants to steal it, can find it. It's a bit hard to find an encryption key inside a complete application, but it's possible.
3) Custom compression format. This can be better than encryption, but remember not to save the image, in case to load it from disk (no caching). Decompress and load it from memory directly.

One note though. If you are using OpenGL and the bmp is going to be used as a texture, i don't think there is any chance to hide it from a potential "thief". This is because programs like GLIntercept can extract for you all the textures an application uses. In Direct3D i don't know if it's possible, but i imagine that there must be something similar.

HellRaiZer

Share this post


Link to post
Share on other sites
Would it be illegal to use Quake's .pak file and use PhysicsFS to read the data? That seems to be an option unless Quake copyrighted their .pak format.

Share this post


Link to post
Share on other sites
Quote:
Original post by Grant1219
Would it be illegal to use Quake's .pak file and use PhysicsFS to read the data? That seems to be an option unless Quake copyrighted their .pak format.


Quake3's pak format is not proprietory and can be read using winrar.

Share this post


Link to post
Share on other sites
Well, it seems HellRaiZer's encryption method seems the best way. The only problem is I'm not sure how to do it. I could probably make something that encrypts and reads back text documents but bitmaps are totally different. I guess I'll just search for tutorials on that.

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!