Game Development Community

Compiled game

by Peder Husom · in Torque 3D Professional · 05/16/2011 (5:12 pm) · 7 replies

Hi

Just woke up from a bad dream about T3D(Gonna sue GarageGames for this D:).
But anyway, my question boils down to this:

When/if I complete my game and I release it(atm I'm scripting everything cause I don't have the sourcecode version) will all the scripts be editable or will they be in some kind of "compiled" version? Bytecode maybe?

#1
05/16/2011 (5:30 pm)
They can be compiled (.dso files). The toolbox may do it for you when you package a project, I don't know. There is a helper function (compileFiles) in the root main.cs that can be used at anytime to compile scripts. Also, with the source you can re-enable the TGE style automatic .dso generation. Ultimately it's your choice and any more 'protection' that that has to be added.
#2
05/16/2011 (6:06 pm)
The DSO files are de-compilable.
#3
05/16/2011 (6:13 pm)
@Alfio Saitta
Well so is Java, C#, and pretty much everything else.
#4
05/16/2011 (6:17 pm)
@Peder: Exactly =)
So i suggest you to add something to increase the security of your game. An encrypted virtual fs is an simple way ;-)
#5
05/16/2011 (11:30 pm)
The problem there is that he owns the binary license. And the T3D VFS (using zip files that can be encrypted) won't be up and running until Final (ok, might be working in the Preview - haven't looked - but won't be available to binary license holders until 1.1 Final.

If shipping the scripts in DSO is acceptable then you're good for now. Most people won't go through the trouble to decompile your scripts anyway.
#6
05/17/2011 (9:36 am)
Well, seems like I have to get the source-version.. Just need to save up some money first so I don't have to live without food for a week :3
#7
05/17/2011 (9:57 am)
The genEpak seems like a good solution.

Or use an external tool like MoleBox