That was so totally not what I was trying to say.
All I really wanted to do is add my opinion on the scam deal, and not talk
about Autoit's Problems (Which I'm fully aware about BTW).
I was just trying to say that it is possible to throw something together,
Enouhg for someone to preorder anything.
Sent from my iPhone
On 14.06.2011, at 16:07, Thomas Ward <thomasward1...@gmail.com> wrote:
> I don't want to get into the which language is better than language x
> debate again, but I do want to say that I've also tried AutoIt, and
> its really not ideal for any serious game development. There is the
> speed critical issues like Philip said, and there is security issues
> that need to be taken into consideration too. If you are a commercial
> developer like Philip and I a developer needs a language that can't
> easily be reverse engineered and converted back into readable code,
> and unfortunately AutoIt apps can be hacked very easily. A number of
> runtime languages have this issue, and a commercial developer ends up
> having to pay extra money on development tools to obfuscate or some
> other method of keeping the code from being cracked.
> For instance, take Java. It is a language I rather like because it is
> fast, portible, and is fairly easy to learn compared to something like
> C++. One of its down sides though is security. A developer needs an
> obfuscation tool to scramble the compiled *.class files otherwise a
> cracker can simply unpack the jar files with jar, run the class files
> through a decompiler, convert them back to readable Java source code,
> make whatever changes are needed, recompile the class files with
> javac, repack the jar file with jar, and have himself or herself a
> free software product. AutoIt has similar security risks for a
> developer, and and is why I would not recommend it for anyone looking
> at creating commercial games.
> That's not to say C++ apps can't be reversed engineered, but it takes
> a bit more technical skill to do it. A lot of times a cracker has to
> read the actual assembly code which is harder than C or C++. This can
> be prevented by encrypting the binary.
> Then, there are the speed critical issues Philip mentioned. The reason
> why Philip and I both picked C++ is it runs faster, has better
> low-level access to the hardware and APIs for the target platform, and
> you can always wrap that engine using a high-level scripting language
> like Angelscript, TCL, whatever. Angelscript just doesn't quite cut it
> when it comes to issues like that.
> On 6/13/11, Philip Bennefall <phi...@blastbay.com> wrote:
>> Hi Kevin,
>> I actually tried AutoIt for game development but found that it doesn't work
>> too well. Sure you can make a few simple things with it, but it seriously
>> falls behind if you start getting into speed critical things because it does
>> no pre-compilation into an instruction tree/intermediate byte code set, it
>> interprets everything on the fly. That is why I built BGT in the first
>> place, because I wanted a high level game engine that ran fast.
>> And just like Thomas mentions regarding his engine, BGT is pretty much the
>> same in that regard. The components do work together in a few cases, but for
>> the most part they are separate little libraries that are all linked into
>> the same executable in the end. The latest version has seen significant
>> improvements both in the feature set and in the over-all performance, and
>> therefore I am using it for all of my own games now.
>> Kind regards,
>> Philip Bennefall
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