Compiling into one application
by Cory Anderson · in Torque Game Engine · 02/23/2007 (7:47 pm) · 4 replies
When compiling the Torque Game Engine, is it possible to compile all of the scripts into the application so that they are not editable when your game is distributed?
#2
02/24/2007 (5:05 am)
.
#3
And as Berserk said, you can move a great deal of scripts into the engine, as long as you are very comfortable with C++ and Torque.
During the recent MMO Contest hosted by MyDreamRPG.com, a group moved just about every script into the engine. The team was very experienced with Torque and C++, and they still said it was a pain in the ass.
02/24/2007 (8:08 am)
The .dso approach mentioned by Infinitum3D is probably your least stressful way of distribution.And as Berserk said, you can move a great deal of scripts into the engine, as long as you are very comfortable with C++ and Torque.
During the recent MMO Contest hosted by MyDreamRPG.com, a group moved just about every script into the engine. The team was very experienced with Torque and C++, and they still said it was a pain in the ass.
#4
I think I'll do what Infinitum3D said. All I need is for people to not be able to mod my game, that's all. I won't worry about breaking my back to convert to C++. I could write a converter, but I won't worry about it too much. So thanks!
-Cory
02/24/2007 (12:30 pm)
Thanks guys.I think I'll do what Infinitum3D said. All I need is for people to not be able to mod my game, that's all. I won't worry about breaking my back to convert to C++. I could write a converter, but I won't worry about it too much. So thanks!
-Cory
Torque Owner Infinitum3D
.cs can be edited,
.dso cannot.
Tony