I apologize for my blatant stupidity and will expand on ^
>.>
Ok.. right now.. the ogre engine.. is very.. big. We need to recompile it ourselves after all. Could you make it.. so that .. the engine itself IS compiled.. but the compiled engine reads other files.. (of whatever extension.. be it .onoes) (preferably a file that could be read in NOTEPAD)
So for example.. your engine would basically be the same.. only we wouldnt need to compile it. You could already have a compiled file that just calls the .ONOEs or whatever files.. reads them.. and.. builds itself? Meh.. I suck at explaining.. but do you see what Im trying to say?
The reason I ask this is because it would make the whole process of "coding" into "scripting". It would make it easier on everyone (especially the noobs :d (me)) I dont really see any problems that could occur by you doing that.. but then again.. Im only 15.
K heres an example..
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The engines .exe (which you could rename to be the name of your app, or whatever.. (the final .exe would be compiled with the OGRE engines .exe.. so you would need a backup if creating multiple files)) is located here (sorry for teh brackets.. woot for math)
C:\OGRE3D\
Then.. its .dll files (the ones it needs to run.. that we dont edit (like the stlport stuff for example)
C:\OGRE3D\Data\Dll
Erm.. its include files..? (Dont know if you could put this in the .exe and still make it as customizable as it already is)
C:\OGRE3D\Data\Include
Then.. like.. the meshes
C:\OGRE3D\Mesh
Then whatever scripts it currently uses (such as rotating scripts etc.. hell.. you can make it execute every file of a certain extension in the directory)
C:\OGRE3D\Files
So like.. in dos.. C:\OGRE3D\Files\*.exe (you see what I mean?)
Or better yet.. make the .exe execute a file that has a list of what to execute (not sure how you would do this, but in tribes they made a function called exec.. params were simply the file.. made it REALLY easy to add custom files)