Reverse Engineering AGK bytecode...

Started by Coder Apprentice, February 15, 2019, 16:15:23

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Coder Apprentice

Based on what I read about being affraid of reverse engineering one's code I know it's basically a non issue and it's better just to focus on creating a good game. However the question came up in my head again when I was thinking about AGK producing bytecode. Is it easier to reverse engineer than fully compiled code? I did some search and I think I found some interesting comments both on AGK and other dev environments. I'll paste the links to the discussions. Of course all you gurus here are more than welcome to chime in...that's the purpose of this topic.

Thanks.


AGK Forum 2013 by Van B


- there's no real weakness in using AppGameKit in terms of security - actually, the way AppGameKit uses interpreted bytecode might make it tougher to figure out... but it's a problem that every developer has to deal with, deal with or disregard... I tend to disregard.

Links:

AGK
https://forum.thegamecreators.com/thread/205232
https://forum.thegamecreators.com/thread/216826

stackoverflow .NET
https://stackoverflow.com/questions/506282/protect-net-code-from-reverse-engineering

stackoverflow C++
https://stackoverflow.com/questions/6481668/protecting-executable-from-reverse-engineering

 

Qube

I think it would be extremely hard to go from AGK's bytecode back into pure source code that's in any pleasant readable structure. It's not the sort of thing I worry about as I've never seen anything that even tries to do it :P
Mac Studio M1 Max ( 10 core CPU - 24 core GPU ), 32GB LPDDR5, 512GB SSD,
Beelink SER7 Mini Gaming PC, Ryzen 7 7840HS 8-Core 16-Thread 5.1GHz Processor, 32G DDR5 RAM 1T PCIe 4.0 SSD
MSI MEG 342C 34" QD-OLED Monitor

Until the next time.