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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 a cheat built against one build won't cleanly carry over to 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 — You never derive or store a key. Rotation is driven by your integrity server, and your transport hands the new seed to the SDK — see Key Rotation.
+Server communication — Spot-checks ride on your own connection to the integrity server. The SDK exports the proof; your game owns the transport.
+Build configuration — Each build is unique automatically. No extra steps.
+Performance tuning — A Tier-0 add between two values that already exist took 114 ns. With a plain-number operand (hp += 25) the add first builds a temporary value, and took 6.2 µs, more than a Tier-1 assignment (5.9 µs). 100 adds per 60 Hz frame come to 0.07% of the frame with operands built once, 3.7% with plain numbers — one x64 machine, 2026-09-28, see Operation Tiers.

Next Steps