   help using zlib
  i have installed zlib into my compiler(VC++ 8) and moved zlib1.dll to my system32 folder. I have also included zlib.h in my project and typed in this code into their position:http://www.zlib.net/zlib_how.htmlhowever (dont laugh!) i dont know what files it can read (.zip/.rar?) or how to "load" them in the source code.   
  zlib doesn't read any type of "normal" data file. It only handles one chunk of compressed data. A zip file is a file listing, and then all the files zipped up and packed into one file.I belive there's some other libraries you can use to open zip files, although I've not used any of them.   ;Quote:Original post by MadsGustafi have installed zlib into my compiler(VC++ 8) and moved zlib1.dll to my system32 folder.You shouldn't place zlib1.dll in your system folder, it doesn't have anything to do with your question but this is asking for trouble, just don't.   ;  hmm, well, basicly what im looking for is something to 'hide away' all my junk (sound,bitmaps,map files etc) into some file that people cant open with ease.Any suggestions?   ;  Some sort of pack file format is what you want. I use a custom format, which is the same concept as a zip file - a header chunk which lists all the filenames and compressed and uncompressed sizes, and then the files themselfs.There's an article Here on GameDev.Net about making a pack file, but it doesn't cover compression. But adding that is pretty simple.   ;  thanks! after reading the description, it seems like this is just what i was looking for!   ;  Alternately you can use a library like  PhysFS that can read zip files.   ;  Random fact of the day: Quake I and II use a very simple pack file format (Just like the one in the article, minus the basic encryption), whereas Quake III uses .zip files renamed to .pk3.No encryption on any of them. I wouldn't worry about encryption to be honest; if someone wants to steal your textures, they'll manage to do it somehow.   ;Quote:Original post by Evil SteveNo encryption on any of them. I wouldn't worry about encryption to be honest; if someone wants to steal your textures, they'll manage to do it somehow.For OpenGL/DX based games, there's no need to mess with files. Textures can be obtained in original quality without touching the game itself.It's an "unsolvable" problem of analog hole, where data sent to graphic card is intercepted in original quality.Security of this type is pointless. Put files in such format, that they'll be easiest to maintain, deploy and load.There's also another aspect - games with unencrypted, user friendly formats got really popular in modding communities - many publishers eventually release their own packing/unpacking tools.   ;  Ive had thoughts to enable user-made maps (using mappy) in my game, so are you saying that the best solution is just to have all the sounds/sprites/maps/etc in an unencrypted zipfile?   