Obfuscation of code and assets

As for Godot:

Note that Godot PCK is just an archive format, you can unpack it with e.g. GitHub - hhyyrylainen/GodotPckTool: Standalone tool for extracting and creating Godot .pck files .

Though I see they played with encryption, though also various comments point out it’s not critical:

That said, I of course don’t want to reject this idea just based on the grounds that others don’t have it :slight_smile: I understand the desire to obfuscate your data.

So this approach would do the trick:

  1. at release time, automatically encrypt all data (all the files in data/) with BlowFish
  2. when running in release mode, install URL handler (like in castle-engine/examples/network/custom_url_handler at master · castle-engine/castle-engine · GitHub ), that effectively reads the file from disk, decrypts (using a decryption key stored in exe) in memory, and serves a decrypted file.

( Note that I mention BlowFish just because it is trivial to use. There are other encryption algorithms available of course, they would play the role nicely too. )

If this is critical feature for you but you’re not sure how to exactly implement 1 or 2, let me know – we can help :slight_smile: I can also imagine implementing it at some point at CGE level.

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