Tuesday 15 January 2013

directx - copy protection API for C++ -


I have some C ++ / DirectX games that I want to start selling from my website. What's the best way to save my game from copy / share? I really do not want to use the classic DRM and the games are not suited for the in-game purchase / freemium model. I think it is the right answer to not disclose the download link after paying the fee by the visitor ... If the DRM is the only way - even if I do not like it - does the light DRM used by other game developers Are the solutions? (Something with minimal protection)

Thanks!

It's easy if games are played only online ... only make part of the game calculation on the server , And login, but if you have one-player mode ...

A good "at least" protection hardware must use fingerprint and a matching HMAC downloaded from the server . When the user transfers the game to a different computer, they have to use their credentials to create a new HMAC. In the game HMAC is not the only private key required for generation, only the public key required for verification will prevent this accidental unauthorized copies, and it is very rare that you can also do about efficient firecrackers.

This is probably a good idea in which there is a sunset logic, if you close your server someday, you do not want to have any way to restore your paying customers. It is still 3 years after the release, you are seeing significant revenue from the sale. If you are tired of checking the license, you can also issue "updates" with license check at some point in the future.

For some additional information about why you do not want to participate in the arms race, see my answer to:


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