On Fri, Jan 28, 2011 at 12:52 AM, Yasir I. Al-Dosary - zgzg2020™ <[email protected]> wrote: > I dont mean to sound unappreciative, but, I am simply asking the "how" and not > the "why. > Can anyone help me in linking the engine and the sdk into one binary? >
There is already a compilation path in the makefile for compiling dynamic libraries instead of QVM bytecode. I'd start there. At that point, you can start modifying code to bypass trap_ function calls. If you really want to, then you could collapse the whole thing into a single binary, but then you loose a great deal of modability with no significant performance gain. Also, one reason for the QVM bytecode was to limit the functions available to modders, mitigating numerous vectors for malicious code. When distributing dynamically linked game code, the user is at risk of all kinds of malicious code that can directly access the system. However, in a QVM, the modder's only option is a small engine-specific API with no possible access to native functions, making mod distribution safer. _______________________________________________ ioquake3 mailing list [email protected] http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org By sending this message I agree to love ioquake3 and libsdl.
