…and then there are deobfuscators, automatic or even interactive like IDA Pro.
Byt the queston specifically was about obfuscation of assets. not of the code!
But definitely that will prevent 99.9% of users from peeking
…as long as the game is not popular. Otherwise there would be modding forums with HOWTOs and readymade tools.
Also, for every game with a good soundtrack there are torrents and rapidshares with the ripped OST. So much about DRM…
That said, there were casual phone games SDK where obfuscation was prependiong some fixed header and then XORing the reso of the file with a single, fixed byte value. Woulf you personally thing implementing such an obfuscation in CGE would be rewarding for you?..
On the other pole would be implementing something like DVD CSS, much more complex… and in the long run not that much more secure.
So, i think CGE already puts the asset to .zip? and modern .zip have strong AES encryption, so that is all it would take for an obfuscation i guess: just make that zip “password-protected”.
…ok, on a second look, it is ZLib, not Zip. Still the same, one can XOR the streams either before or after ZLib, and get the obfuscation level of the aforementioned SDK.
Obviously, it would be better but harder to XOR things in between CGE and ZLib, and it would be easier to implement and to deobfuscate to XOR things in between ZLib and disk.
Now, we just have to wait for someone who would consider such a task inspiring