Scripts and the final product...
by Austin Riedhammer · in Torque Game Engine · 03/08/2006 (2:17 am) · 3 replies
I read on the interweb (here: http://tork.beffy.de/uploads/liquid.net/tutorial1.htm#_Toc14535419 ) that clients can view your torque script. Does this mean that once you finish and compile a game, the final product has a bunch of script files just lying around for anyone to read?? Or is there no truth to this? Someone please explain so my fears about buying can be relieved.
#2
03/08/2006 (2:53 pm)
Thanks, that takes care of what I was worried about! Now I think my only problem is that license fee... ;p
Torque Owner Stefan Lundmark
I'll try to explain:
1. When you start your TGE game, it looks for the scripts you have requested to be executed. In the TGE demo, this is all the scripts (basically) that you see in the distribution.
2. When TGE is looking for a script, it does not matter if it's compiled or pure-text. If a compiled is found, and no pure-text is found, it goes 3c. If a compiled version is found however, it goes to 3b. If only a pure-text file is found, it goes 3a.
3a. TGE compiles your pure-text script into a compiled one and proceeds. Then goes 4.
3b. TGE checks the date on both the compiled script, and the pure-text one. If the compiled one is older than the pure-text, it goes 3a.
3c. TGE reads from the compiled script.
What this means is that when you distribute the game, you can delete all pure-text scripts and let the compiled ones remain. Compiled scripts are good enough to lock out casual hackers.
Of course, nothing is 100% secure and if you want to go further I would suggest scrambling the compiled ones and change their byte-order around a bit.
But until you actually want to ship, I wouldn't care about it.