EXE from an EXE
BlitzMax Forums/BlitzMax Programming/EXE from an EXE
| ||
Is it possible to make an executable from an executable. If I wanted to make a first person shooter maker(or some other genre) and I wanted the user to be able to make a exe of their game, how would I do that? Is it possible? |
| ||
Is it possible? Yes. how would I do that? There are two ways:a) Use a compiler. b) Use an interpreter (scripting). By far the least technical of the two would be to use some form of scripting. Many commercial FPS engines (Unreal and Source for example) use a scripting language like Lua or Python as the interface between the game itself, and the underlying engine. Since BlitzMAX already has built-in Lua support, there's no prize for guessing which scripting language I think would be most sensible. |
| ||
Well, FlameDuck already covered that, so I just need to spew this filth: Python is evil and its C interface (that thing you'll have to work with to actually use it in a program) is horrible. So using Lua would be far more advantageous. |
| ||
Do either of you recommend some reading on Lua in BMAX? |
| ||
My tutorial. http://www.blitzwiki.org/index.php/Introduction_to_Lua Another fellow's tutorial, which covers less of Lua and more of a different module that uses Lua. I'd advise reading mine first since it covers the actual usage of Lua and not a wrapper. http://www.blitzwiki.org/index.php/Lua_Tutorial |
| ||
Make the interpreter to read the source from the end of the exe. You can safely write anything to the end of executables, and then in realtime read and interpret it. |
| ||
In addition to what is mentioned above, there are several books on LUA available via Amazon and perhaps your local bookstore if they have a decent computer section. I also really recommend the book, Game Scripting Mastery. It details very well how to implement scripting into your game or engine, and it has a section on LUA, as well. |
| ||
I second Brice's second suggestion. Game Scripting Mastery is a very good book. |