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nikitalita avatar nikitalita commented on June 16, 2024 1

well, yeah, that's what compiling is: converting high level code to machine code.

but I want to make difficult for only some part of game difficult to reverse and I thought is it then possible to do it in c++ with Godot?

C++ would do fine for this, yes

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nikitalita avatar nikitalita commented on June 16, 2024

If you wrote it in any sort of compiled language, that would be difficult to reverse engineer and would require hours and hours of manual reverse engineering work in a disassembler/decompiler to do so. If your main objective is to prevent REing, then that would be the way to go.

But consider this: if you make your game difficult to reverse engineer, you'll also be cutting yourself off from the modding community as well, which could affect the popularity of your game. The learning curve for a language like C++ is also a lot steeper than GDScript. Just something to consider.

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dakanadaka avatar dakanadaka commented on June 16, 2024

Thank you for your answer :)
If I make in Godot c++ extension like https://docs.godotengine.org/en/stable/tutorials/scripting/gdextension/gdextension_cpp_example.html
Then is it true that decompiling of that is really to the machine language? I'm planning only some things to do in c++ in Godot all other thing can stay in gdscript, but I want to make difficult for only some part of game difficult to reverse and I thought is it then possible to do it in c++ with Godot?

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dakanadaka avatar dakanadaka commented on June 16, 2024

Thank you

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