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.
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