Game Development Community

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?

#1
02/24/2007 (2:31 am)
I think I read somewhere that when you are ready to release your game, delete the .cs files. Just keep the .dso files, which are the compiled ones.

.cs can be edited,

.dso cannot.

Tony
#2
02/24/2007 (5:05 am)
.
#3
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
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