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Thats interesting for sure. So you create and run the exe file but it loads another ccb file instead ? How you going to safeguard your assets in other ccb files or your not worried about that ?

So far I load the exe which then runs my custom binary and then loads ccb files. I put all my core code and array data into the exe file to stop hackers , hacking my game and code.

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Running an external ccb file would be for development and debugging use. As it allows me to run a single executable and launch any other ccb file and script via the command parameters. This means I don't have to constantly re-publish the execuatble for small changes or even load the IDE if I'm only working on the main javascript (re-publishing and then loading an embedded 500MB+ ccbfile takes far too long when making micro-changes to your scene).

Distributing the ccb file along with executable would be optional but if the execuatble is published through the editor then the embedded ccb file is automatically used as normal anyway.

The update is only a couple of extra code lines in win32player.cpp and CPlayer.cpp.
Would also be possible to create your own ccb file packer without embedding into the executable so the runtime will be many times smaller.

BTW: have you seen my Reshade demo: coppercube-reshade-terrain-demo