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How Compuon Works

One type change. Auditable runtime integrity. Zero kernel drivers.

The Idea

Every Compuon<int> variable carries a hidden integrity state alongside the game value. Your game code uses the variable normally. But if a cheater modifies the value in memory, the integrity state no longer matches. The integrity server turns that mismatch into evidence.

Without Compuon

Cheater finds hp = 100 in memory, changes it to 999999. Nothing detects this. Game accepts the new value.

With Compuon

Cheater changes hpto 999999, but can't update the integrity state. The integrity server checks it, sees the mismatch, and records proof instead of guessing.

Three Steps

1
Replace types

Change int hp = 100; to Compuon<int> hp(100);. All operators (+=, -=, <=, etc.) work identically. No game logic changes needed.

2
Build & ship

Compuon links natively into your game binary. No separate client process. Each build gets a unique internal structure, so cheat tools built for one version won't work on the next.

3
Integrity server checks

The integrity server periodically spot-checks protected variables. If a value was tampered with, the proof no longer matches. Suspicion accumulates and persistent cheaters get actioned.

Why Native C++ Integration?

This is a security requirement, not just a convenience:

If Compuon ran as a separate DLL, its interface would be visible and callable by external tools, undermining the protection. Static linking into the game binary eliminates that surface.

What You Don't Need to Worry About

+Key management — Keys rotate automatically. The SDK handles everything.
+Server communication — Spot-checks happen automatically via WebSocket.
+Build configuration — Each build is unique automatically. No extra steps.
+Performance tuning — Basic operations add ~200ns. Heavy operations add ~8us. Both are negligible.

Next Steps