Closed dakanadaka closed 8 months ago
If you wrote it in any sort of compiled language, that would be difficult to reverse engineer and would require hours and hours of manual reverse engineering work in a disassembler/decompiler to do so. If your main objective is to prevent REing, then that would be the way to go.
But consider this: if you make your game difficult to reverse engineer, you'll also be cutting yourself off from the modding community as well, which could affect the popularity of your game. The learning curve for a language like C++ is also a lot steeper than GDScript. Just something to consider.
Thank you for your answer :) If I make in Godot c++ extension like https://docs.godotengine.org/en/stable/tutorials/scripting/gdextension/gdextension_cpp_example.html Then is it true that decompiling of that is really to the machine language? I'm planning only some things to do in c++ in Godot all other thing can stay in gdscript, but I want to make difficult for only some part of game difficult to reverse and I thought is it then possible to do it in c++ with Godot?
well, yeah, that's what compiling is: converting high level code to machine code.
but I want to make difficult for only some part of game difficult to reverse and I thought is it then possible to do it in c++ with Godot?
C++ would do fine for this, yes
Thank you
Resource Type
No response
Describe the problem or limitation you are having
I want code to be compiled to machine language when I write a Application in Godot. As I can see here you can easily reverse code. I love Godot and ability to export to all os and mobile devices, but the question is: how to write a code in Godot so it goes to machine language. As I understand gdscript can be even comments in code recovered. But if I write c++ extension for Godot, is it still easy to reverse?
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Reverse c++ extension in Godot.