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FRex

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  1. Happening today/tomorrow (in 13 hours):
  2. Yes, if xor is fine then that's a great and simple idea actually, just wrap around whatever reading from file function you use to add xoring read buffer with your key to it. Set key to all 0s to disable it when developing the game (so you can use and edit plain files).
  3. PhysFS is just a library for reading archives, it doesn't create them. It doesn't care about file extensions but anyone who looks at your file in a hexeditor or right click open it with 7zip will instantly know if it's zip, 7z, iso, etc. It also only (AFAIK) handles passwords for zips with "Traditional PKWARE Encryption" but you need to put "$your_password" at the end of the path you give to PHYSFS_openRead which is annoying to do and documentation doesn't even mention that. The last version of PhysFS is also badly busted on Windows 10 (fails to initialize and doesn't set any PHYSFS error code) so you need to take code from their Mercurial when building it, not the latest stable release from 2017: http://icculus.org/pipermail/physfs/2018-October/thread.html You could also write own custom file format and code to work with that or implement/use one of: PHYSFS_Archiver, PHYSFS_Io, PHYSFS_mountHandle with encrypted zip storing the actual archive (I'm not sure how well it'll perform), PHYSFS_mountMemory (for small files). But in any case a determined hacker would still find out how you store and/or decrypt it and dig your key out of your exe. Even real commercial DRM gets cracked all the time and extractors or at least format descriptions exist for most any semi-common bundle format. Security through obscurity is most that you can get. Edit: I'd honestly say to just use a zip or 7z with reasonable settings (non-solid archive with reasonable compression level), rename it to hide its extension from total casual observer who doesn't know what a hex editor is and don't worry about it that much. For when you develop your game you can use a loose folder for convenience and only pack it all up for distribution or when making content patches (that's the point of PhysFS).
  4. So, you want to use C# for runtime scripting instead of Lua? Mono has a C# repl called csharp in its distribution (or at last used to years ago) so it is possible. Apparently both Mono and .NET allow you to programmatically access the C# compiler. Do these two links help at all? https://www.mono-project.com/docs/about-mono/languages/csharp/#compiler-service https://support.microsoft.com/en-us/help/304655/how-to-programmatically-compile-code-using-c-compiler
  5. FRex

    Question on which engine should I use

    Don't be afraid to use their forums too, they/we (I'm not a developer myself) are very friendly. That's true and why they dropped '3D' from their name a while back but I do not recommend Unity to anyone for anything due to their ToS and attitude (current SpatialOS drama and July 2018 email drama) regardless of its quality.
  6. Did you take a look at these two pages (second seems specific to Unity Analytics but lol @ "Unity Analytics Data Privacy Plug-in" not supporting Linux)? https://unity3d.com/legal/privacy-policy https://docs.unity3d.com/Manual/UnityAnalyticsDataPrivacy.html
  7. Since the GDPR was brought up: they're very diligent with it. Deleting my account took them 80 days. I never user support, forum, asset store, made any games, not even compiled any exes and only ever ran editor for 2-5 hours once to check examples out one day a months ago. They've mentioned GDPR ("Your request has been received and is being reviewed by our GDPR taskforce.") when confirming my request for deleting my account on 6th of August via email. I'm guessing it's because I am an EU citizen and live in the EU. Then on 31st of August I got this: I was doing this in response to the July email drama so the "unusually high volume" part gave me a chuckle (or maybe it was just a complex task to delete an account that never did anything ). I got two more copies of the above email (which I assume to be a mistake) on 26th of October and this email, all within same minute:
  8. Unreal EULA says snippets of up to 30 lines are fine to put on public forums where non-licensees can see them, within a few (reasonable) limits.
  9. @Hodgman Exactly. And Unity is actually more restrictive than GNU in that regard. Let that sink in. Edit: And by that I mean bison, GCC and other tools from GNU that all have an exception (out of pragmatism to not scare people away) to let you make non-GPL or even proprietary software despite GNU project being philosophically very against it.
  10. You should turn on the 'show hidden folders' (and turn off the 'hide known file extensions' one too). There's literally no reason not to and it avoid many silly situations situations like this one. If you ever (by accident) open a directory in VS using the context menu this hidden .vs folder will be made too, even if you instantly quit VS. Git on Windows creates .git folder and marks them as hidden in explorer too. There are also tools that can summarize contents of disk or folder by sizes, file types, etc. for you if you're ever confused what's taking up space on your disk or in some folder. I use WinDirStat because it's FOSS and I'm used to its looks but there are many newer ones that work the same but much faster by reading the NTFS master file table.
  11. FRex

    Question on which engine should I use

    Is an 'engine' or C# a hard requirement? If not then did you ever take a look at SFML? https://www.sfml-dev.org/
  12. FRex

    Havok Physic Engine sold for $75 M

    IIRC Intel made Havok free to use for commercial uses and this had something to do with CPU vs. GPU physics debate or with trying to undermine NVidia's PhysX back in the day. It was big news when this happened. Microsoft has apparently ended this? There's a few FOSS physics engines like Bullet and Newton Game Dynamics. Bullet is kinda more famous of these two since it's in a few AAA games and many others engines and such like Blender, GTA 4 and 5. Newton Game Dynamics is used by Frictional in their own HPL Engine (for Penumbra, SOMA, Amnesia). First Penumbra game caused some hype due to how they used physics for doors, drawers, combat, etc. (it's a horror game so it made sense to let you slowly open the door partly or make you scramble to rummage through drawers). PhysX got open sourced for non-console platforms very recently too (proper BDS license, the 3 clause one, which has huge implication, no backsies or EULAs). I've no idea how hard it is to implement a physics engine personally but it's clearly not that easy and depends on its features like does it have fluids, soft bodies, cloth, etc. anyway. And it doesn't have to be on the GPU necessarily. And we're spoiled for choice these days, there is no reason for someone (who isn't a huge company with a good reason) to write own physics or do it from scratch, there's no catch with a FOSS library. I'm not sure if Square Enix's Crystal Tools engine has its own custom physics and that engine as a whole had very mixed results. Ahh.. It happens sometimes but more often the acquisitions make some sense in other way like Oracle buying Sun or Ksplice or Atlassian buying Trello, IBM buying Red Hat, Red Hat buying JBoss, etc. I can think of tons of ones like these but not of many that are like you said (Intel kind of wasn't IMO for reason I said above). Maybe Facebook buying Occulus or Microsoft buying Mojang would fit these "get something just because it's hot".
  13. The way middle part of 2.4 sounds right now open sourcing the GDK or having others provide SpatialOS-like cloud doesn't help since it's still integrating something into your project that lets you manage deployment. This whole thing is like a pro-FOSS PSA.
  14. @swiftcoder That fits more than live LCD picture frame, yeah. It's still funny to run across such an artifact or that they have it as a ToS point instead of some 'Unity Embedded - X dollars for every 1000 devices'. This comment's second paragraph from the bottom says no to retroactivity: https://blogs.unity3d.com/2019/01/10/our-response-to-improbables-blog-post-and-why-you-can-keep-working-on-your-spatialos-game/#comment-399879 Section 1.4 in this link says yes (edit: I just noticed the call all sub-ToSes collectively an 'Agreement' and say they can update this 'Agreement' at any time so 1.4 applies to everything) : https://unity3d.com/legal/terms-of-service ¯\_(ツ)_/¯
  15. @Septopus I don't know the details either but they DO have generic C#, C++ and Java SDKs and claim that any engine works with them, they just pre-made few 'GDKs' as they call them to support two popular engines. And yes - they say they use the engine, not provide own physics or anything. I mean - it'd be crazy and inaccurate between your machine and their server if they ran own physics in a different engine and so on. But they only seem to use your exe. If no one ever wanted to run a Unity MMO they'd never execute a single line of Unity Runtime on their clouds. So the way they made it sound it's like if you build a single exe of your game in any language using their SDKs or GDKs, then give it to your players to run normally (which will run no physics, show graphics, etc.) and that connects to SpatialOS cloud running the exe launched in some special way/with other argument where they will cooperate to make seamless worlds, do run physics, do not show graphics, etc. for the players. And their Unity Editor license was to let them maker their Unity GDK? I mean - SpatialOS games keep working so it can't be needed for that since Unity voided them. Edit: I also wonder if Unity would consider it a ToS violation to use S3 or DynamoDB in your game and then host on AWS? Edit 2: I guess it'll all be clear on Monday or Tuesday or so, as Joachim promised a new ToS 2.4 to come soon...
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