Okay. I'm wondering here. Theoretically, if someone (who shall remain unnamed) who knows how to write compilers, and happened to own, not only any release of RB (since RBScript was made a 'normal' feature), but TGE Pro (so they had the source) as well, would they be in copyright violation if they made a 'for private use only' compilation of TGE with an RBScript-compatible scripting engine? (i.e. if someone else - who again shall remain nameless - who happened to work for either RS or GarageGames happened to open up a game made with this 'internal release' and found the '.rb' scripting files, would they have cause to sue?

On Jan 1, 2007, at 5:26 PM, Frank Condello wrote:

RBScript driven Torque would be cool, but embedding the RB compiler into Torque isn't something a third party can do (not without RS's blessing and source code at least). One of Garage Game's big selling points is that you get the full source code,

But only if you buy the 'mucho mundo big-a** package' at roughly $1200 a pop :)

so it's unlikely that this will happen even if RS was on board...

Frank.
<http://developer.chaoticbox.com/>
<http://macgameblog.com/>

On 1-Jan-07, at 10:45 AM, William Squires wrote:

Actually, it's that last part that interests me - using RBScript instead (I like the fact that RB requires variables to be declared before use, and is more strongly typed - the existing TorqueScript kinda reminds me of a cross between C# and the old GW-BASIC where you could just make up variables on the fly just by using them and giving them a type specifier code like % for integers, & for longs, $ for strings and so on.)

On Jan 1, 2007, at 12:02 AM, Seth Willits wrote:

On Dec 31, 2006, at 7:23 PM, Giovanni wrote:

When you say there is no benefits, how would rb not benefit from a game engine?

Because you wouldn't want to interface with Torque via RB. There's no benefit. Adding REALbasic into the equation would muck Torque up. You'd be far better off using Torque itself, as it is was designed.

To use Torque, you either a) write C++ code to tweak and extend the engine, b) use the built-in editors to create custom GUIs or modify the world & terrain, or c) you write TorqueScript code which is completely designed to hook into the C++ code. REALbasic won't help with any of these.



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