Comments (3)
The engine in open source, that's the problem
Game devs who want to secure their game need to modify the engine code.
The load_byte_code function is a good start, you can go lower modify the mbedtls library.
from gdsdecomp.
I dont consider encrypting the game as security, in my opinion, security is only when protecting the user against others (including the developer). If its multiplayer, security should be server side (protecting the server from the client) and client-side (protecting the client from the server, i.e, no arbitrary code execution, etc..).
from gdsdecomp.
Your best option is probably to just encrypt the PAK, but the key is trivially recoverable from the EXE. We don't include instructions on how to do that, though, so it would protect from at least the most basic of RE attempts.
from gdsdecomp.
Related Issues (20)
- Recursively decompile .GDC files
- Failed to recover pck in 0.5.3 and failed to decompile .gde file HOT 1
- Conversion of Resource of type AudioStreamOggVorbis not implemented HOT 10
- Can't restore ctex png files? HOT 1
- Conversion for Resource of type FontFile and format ttf not implemented
- Decompiled game cannot be compiled again HOT 2
- Extremely small UI for Mac HOT 1
- Decompression not implemented yet for texture format BPTC_RGBA (png) HOT 1
- Godot says "Load failed due to missing dependencies: <Path to code.gd>", but code can be opened in any text editor HOT 1
- @export annotations to nodes/arrays in Godot 4.1.1 game (Buckshot Roulette) export do not work correctly HOT 1
- Arrays are all empty HOT 1
- If I write with c++ in Godot engine, can that be reversed too? HOT 4
- Error: Couldn't load project data at path ".". Is the .pck file missing? HOT 1
- Deleted HOT 3
- How to compile decompiled project HOT 1
- ObjectDB instances leaked at exit HOT 2
- Error when decompiling gde files HOT 2
- godot 2.1.7 looks like not support HOT 5
- Add support for 4.x compiled scripts
- Exporting Buckshot Roulette v1.2.2, getting weird issue when exporting. HOT 2
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