J
Justin Naidl
A group of friends and I are doing a RPG (role-playing game) maker for a
school project. It occured to us, however, that if you want the user to be
able to have almost complete control over the contents of his/her game, that
you would end up with a tiny executable and a huge datafile. We wanted to
keep clear of this as disk accesses take a lot of time to do and there would
be a huge load of them to do this part. We could very easily write a
program to spit out the code but we don't know how to get it to compile into
an executable as part of the software. The user shouldn't have to be a
programmer to get a working game. We basically want them to design a game
and then click a build game button. On that click, the code is generated
and compiled. Now, the way we figure it, is using just in time compiling we
can use .Nets clr, intermediate language, and just in time compiling to
achieve this, however, we don't know how. So any thoughts or good
pointers would be most helpful.
Thanks
~Justin
school project. It occured to us, however, that if you want the user to be
able to have almost complete control over the contents of his/her game, that
you would end up with a tiny executable and a huge datafile. We wanted to
keep clear of this as disk accesses take a lot of time to do and there would
be a huge load of them to do this part. We could very easily write a
program to spit out the code but we don't know how to get it to compile into
an executable as part of the software. The user shouldn't have to be a
programmer to get a working game. We basically want them to design a game
and then click a build game button. On that click, the code is generated
and compiled. Now, the way we figure it, is using just in time compiling we
can use .Nets clr, intermediate language, and just in time compiling to
achieve this, however, we don't know how. So any thoughts or good
pointers would be most helpful.
Thanks
~Justin