C++ Cryptography Library
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- Singleton
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C++ Cryptography Library
Hey people, I would like to know what's the best C\++ cryptography lib there is currently. If you could write the why it's the best lib, I would be really greatful. I'm considering speed, size and security. Portability is of no matter right now.
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- dandymcgee
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Re: C++ Cryptography Library
Bubble sort the data then use caesar cipher on it (but offset by 4 instead of 3 and nobody will EVER crack it).
A quick search turned up this. Looks pretty functional. Was updated last march so it's not too horribly deprecated.
A quick search turned up this. Looks pretty functional. Was updated last march so it's not too horribly deprecated.
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- Singleton
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Re: C++ Cryptography Library
Thanks dandymcgee, I'll try that out. I was already using caesar cipher but wasn't so efficient. With bubble sort it probably will be. Thanks again.dandymcgee wrote:Bubble sort the data then use caesar cipher on it (but offset by 4 instead of 3 and nobody will EVER crack it).
A quick search turned up this. Looks pretty functional. Was updated last march so it's not too horribly deprecated.
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- xiphirx
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Re: C++ Cryptography Library
Singleton wrote:Thanks dandymcgee, I'll try that out. I was already using caesar cipher but wasn't so efficient. With bubble sort it probably will be. Thanks again.dandymcgee wrote:Bubble sort the data then use caesar cipher on it (but offset by 4 instead of 3 and nobody will EVER crack it).
A quick search turned up this. Looks pretty functional. Was updated last march so it's not too horribly deprecated.
Uh, if you bubble sort it, I don't think you can retrieve the original message.
This is my though process
"Hello world"
*bubble sort*
"delllorwH"
*caesar cipher*
(something like)
"123.753.732.753."
So there it is encrypted, then you go and decrypt it right?
*decrypt caesar*
"delllorwH"
Now what?
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- SD021
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Re: C++ Cryptography Library
Bubble sort is irreversible. Just use a vigenere cipher. They're quite easy to code.
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Re: C++ Cryptography Library
Now it's an anagram.. much more secure that way.xiphirx wrote: This is my though process
"Hello world"
*bubble sort*
"delllorwH"
*caesar cipher*
(something like)
"123.753.732.753."
So there it is encrypted, then you go and decrypt it right?
*decrypt caesar*
"delllorwH"
Now what?
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- Singleton
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Re: C++ Cryptography Library
@xiphirx & @SD021
Indeed, I could not decrypt the data back. But anyway I won't need cryptography anymore as I decided to not make an online game anymore(cryptography would be necessary for the passwords and stuff like that). I will wait until the engine is done and then(with more experience) I'll consider making it online or not.
Indeed, I could not decrypt the data back. But anyway I won't need cryptography anymore as I decided to not make an online game anymore(cryptography would be necessary for the passwords and stuff like that). I will wait until the engine is done and then(with more experience) I'll consider making it online or not.
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- xiphirx
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Re: C++ Cryptography Library
watSingleton wrote:@xiphirx & @SD021
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- Ginto8
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Re: C++ Cryptography Library
incorrect. All you need is a good hash function. Any of the SHA hashes would work, and you might even be able to get by with MD5 (though md5 has been proven to be pretty imperfect). Store the hash sum of the password on creation, then hash any password inputted, and compare the hashes. If the hashes match, let the guy in because either they have the correct password or they're extremely lucky/clever.Singleton wrote:cryptography would be necessary for the passwords and stuff like that
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Re: C++ Cryptography Library
ever try and write your own rsa encryption?
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- Ginto8
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Re: C++ Cryptography Library
he probably hasn't, and I have been at a bit of a loss how to get that sorta thing to work, but w/e. Anyway, RSA wouldn't be good for password storage, because it would take up just as much space, and would overall be too much effort when he can use a fairly simple hash to do the same work better.short wrote:ever try and write your own rsa encryption?
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Re: C++ Cryptography Library
SHA and MD5 are forms of cryptography because the data's integrity is dependent on the cryptographic hash value returned by those ciphers. Not that you asked.Ginto8 wrote:incorrect. All you need is a good hash function. Any of the SHA hashes would work, and you might even be able to get by with MD5 (though md5 has been proven to be pretty imperfect). Store the hash sum of the password on creation, then hash any password inputted, and compare the hashes. If the hashes match, let the guy in because either they have the correct password or they're extremely lucky/clever.Singleton wrote:cryptography would be necessary for the passwords and stuff like that
If we lived in a perfect world, then it shouldn't be necessary to apply any cipher to your password before it is sent to the server, but since we don't live in a perfect world, we have to accept that hackers will try using hooks, bots, and proxies to try and beat the system, and some users will even put backdoors in their proxies before releasing them to others. Because of this, it is important to note that all data sent to and from the client should be encrypted, and some particular data even doubly encrypted.Singleton wrote:cryptography would be necessary for the passwords and stuff like that
For example: two notably simple cipher strategies which have been implemented in some form for a few popular MMO's has been the RC5 cipher for passwords before structuring them into a net message, and a custom XOR cipher on top of that data. This, although light, is effective enough for a lot of games.
Variants of the Blowfish cipher have been used in MMO's as well, usually in unicen with a DH Key Exchange.
I'll continue to support using:
or some other equally good, OpenSSL library.wearymemory wrote:libeay32.dll
With all of that said, it's important that you know that as long as you've used some reversible encryption (which you obviously should if you plan on knowing that data), then there's the possibility that someone could reverse engineer it, but you are less likely to have that problem unless you're working on the next upcoming MMO.
- Singleton
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Re: C++ Cryptography Library
I agree. I'll check libeay32.dll and OpenSLL and see what I think about it, as well as those cipher algorithms you refered to. Thankswearymemory wrote:SHA and MD5 are forms of cryptography because the data's integrity is dependent on the cryptographic hash value returned by those ciphers. Not that you asked.
If we lived in a perfect world, then it shouldn't be necessary to apply any cipher to your password before it is sent to the server, but since we don't live in a perfect world, we have to accept that hackers will try using hooks, bots, and proxies to try and beat the system, and some users will even put backdoors in their proxies before releasing them to others. Because of this, it is important to note that all data sent to and from the client should be encrypted, and some particular data even doubly encrypted.Singleton wrote:cryptography would be necessary for the passwords and stuff like that
For example: two notably simple cipher strategies which have been implemented in some form for a few popular MMO's has been the RC5 cipher for passwords before structuring them into a net message, and a custom XOR cipher on top of that data. This, although light, is effective enough for a lot of games.
Variants of the Blowfish cipher have been used in MMO's as well, usually in unicen with a DH Key Exchange.
I'll continue to support using:or some other equally good, OpenSSL library.wearymemory wrote:libeay32.dll
With all of that said, it's important that you know that as long as you've used some reversible encryption (which you obviously should if you plan on knowing that data), then there's the possibility that someone could reverse engineer it, but you are less likely to have that problem unless you're working on the next upcoming MMO.
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