Game Development Community

Securing of Materials and Shaders

by Jeremiah Fulbright · in Torque Game Engine Advanced · 10/18/2008 (10:22 am) · 4 replies

I am curious on what people are doing with multiplayer games, in regards to securing the material datablocks and hlsl shaders, so that they can't be "changed" on clientside.

I realize with Materials, they could be moved to real datablocks again, but the amount of them would quickly hit the datablock limit and increase load times. The initial plan is just some sort-of encrypted package.

But for Shaders, they don't use the resource system for loading, so we're unable to do anything package wise

#1
10/18/2008 (11:19 am)
Shaders can be compiled using Effect Compiler Tool (FXC).

msdn.microsoft.com/en-us/library/bb509709(VS.85).aspx
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=8205

Material datablocks do not contain usefull information,so they may stay as it is.
#2
10/18/2008 (12:12 pm)
If a user modified a material then changed material datablock to use it, including transparency, then that would be a problem :)
#3
10/18/2008 (12:19 pm)
Well, you can pack all material.cs files using Molebox.
Use the same shape'dir locations.
#4
10/18/2008 (1:23 pm)
I'm not familiar with Molebox, so I'll look it up :)