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
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
#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
Use the same shape'dir locations.
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 :)
Torque Owner Ivan Mandzhukov
Liman3D
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.