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Other games tend to hide their assets into cryptic packages and file format (or they can even try to encrypt them). Not always impossible to bypass, but very an
by Wilya 15y ago
Other games tend to hide their assets into cryptic packages and file format (or they can even try to encrypt them). Not always impossible to bypass, but very annoying. It's a bit harder to do in html5, where you are supposed to use the standard formats for images/sounds, etc.
That, alone, is not really an issue. I suppose you could do the same as native games. If a demand is there, an API or libraries to do that will appear.
The source problem seems harder to change, short of rolling your own javascript VM and precompiling everything. And if the source is readable, the "obscure file format" technique breaks down.
In practice, though, can someone make something out of loads of minified javascript ? Or is it equivalent to reading deassembled C ?
- udp 15y ago> That, alone, is not really an issue. I suppose you could do the same as native games. If a demand is there, an API or libraries to do that will appear. How do you propose to obfuscate images and audio in a way that's going to work across all browsers and can't be easily circumvented (and it obviously can't be security through obscurity if it's to be used by more than one game). > In practice, though, can someone make something out of loads of minified javascript ? Or is it equivalent to reading deassembled C ? Minified Javascript would be very easy (unless the minifier renamed everything, but even that isn't too bad). Javascript compiled with something like Google's Closure Compiler would be a lot harder, but still a lot easier than disassembled C. The assets are much more of a problem than the code - although not being able to compile the code means if you do find a way to obfuscate the assets, your deobfuscation code is going to be out in the open.