5 ms·
This reminds me of anti-memhack techniques in game dev. If you store the players money or health in a variable, there are tools to help you find it in memory. T
by somehnacct3757 5y ago
This reminds me of anti-memhack techniques in game dev. If you store the players money or health in a variable, there are tools to help you find it in memory. These tools work by scanning the memory for the value you give it, changing the value in game (take damage, earn money, etc) and scanning the first scan's results for the new value.
To defeat this you just need to XOR the value with some bits. It doesn't stop a dedicated person at all, but 99% of cheaters are deterred. So it's good enough.
- rightbyte 5y agoWhat is the point? To prevent single player cheats? Seems unnessecary.
- kalium-xyz 5y agoDepending on how commercially minded the company is it might range from protecting “DLC” or something else that the user should[0] pay for, anti piracy, or to extend the grace period in which certain content remains undocumented online. [0] not my view
- somehnacct3757 5y agoTo prevent wide usage of mass produced cheats, called trainers. In the flash game ecosystem you relied on distribution to make money off a game. You wanted multiple portals to buy rights to the game. If it can be beaten quickly you make less money. So it's worth closing the door on the lowest rung of mass market cheaters.