Windemere Encryption
I was wondering if it will be possible to encrypt the Windemere script files in a GOOD way, like Dink's .d files (which are not GOOD).
I know not everyone likes the scipt files in their encrypted state, but I feel it's up to the author to decide.
So, will we have the option or not?
I know not everyone likes the scipt files in their encrypted state, but I feel it's up to the author to decide.
So, will we have the option or not?
From what I gather, they won't be 'encrypted', but they'll be compiled. And depending on what optimizations it performs and such, creating a decompiler might not be that feasible. I mean, decompilers for things like C++ executables don't work very well, as it is impossible to get the original code back.
So you need to work with a real compiler before you can try out a script? That means no more on the fly editing, am I right?
It isn't a 'real compiler' in that you'll be using a stand-alone C or C++ compiler, but it is a real DinkC compiler that really compiles the code (not to machine code, but more like Java byte-code I assume).
From what Desplesda has told me, its optional just as it is now for D-Modding. You can use unencrypted scripts and the engine will compile them on-the-fly when needed, or you can compile them for a small performance boost.
From what Desplesda has told me, its optional just as it is now for D-Modding. You can use unencrypted scripts and the engine will compile them on-the-fly when needed, or you can compile them for a small performance boost.
wait, wait. I've been meaning to ask this. Is Windemere going to use DinkC anymore, or just C++/C?
To create the scriptfiles, it'll still use DinkC me assumes, it'll just be a bit more advanced than Seth's DinkC. The game still needs a scripting language to let the sprites move and such, they won't use a real language like C/C++ for that. The DinkC as we know it will just look a bit more like C/C++ as we know it
It will look virtually the same, but support more stuff that's supported in C/C++ I think.
So you can start modding immediately if you know DinkC. It's just that using all its functions will take some more studying
So you can start modding immediately if you know DinkC. It's just that using all its functions will take some more studying
and also you can press a button and cookies and milk will pop out of your cd drive!
give me 5 days and an unlimited supply of oreos...not that i'll do it for that, just give it to me
Windemere will be using a more advanced scripting engine called Tablet. Tablet is syntactically identical to DinkC (and DinkC++), and also allows object-based programming.
&my_bonca = @bonca{color = CLR_RED, aggressiveness = ARG_TETCHY};
&my_bonca.target = 1; // die, dink
Merlin is also a developer on Tablet. We plan to have it integrated with Windemere.
&my_bonca = @bonca{color = CLR_RED, aggressiveness = ARG_TETCHY};
&my_bonca.target = 1; // die, dink
Merlin is also a developer on Tablet. We plan to have it integrated with Windemere.
/me is scared of the @ syntax, but likes the . syntax. Ack!
@ is just a predefined object, with various stats set at the default, i.e. speed, color, defense, etc. The stats can be changed, as seen above.
Yep. That was a sample of OOP. The stuff not done in OOP is like DinkC.
Sounds like a struct to me, should be handy