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What code does GE generate?

PostPosted: Sun Aug 19, 2007 2:50 pm
by motorollin
I'm assuming GE generates some kind of code which is then compiled for the target platform. What is it? C? C++? Or something else? And how optimised is this code compared to writing it yourself from scratch? (In my case for the GP2X)

PostPosted: Sun Aug 19, 2007 6:34 pm
by arcreamer
i think eaither C or C++

PostPosted: Sun Aug 19, 2007 9:24 pm
by Jay S.
arcreamer wrote:i think eaither C or C++

In fact, GE uses both. :P Mostly C, but there are some recognizable traces of C++ in it.

PostPosted: Mon Aug 20, 2007 2:50 am
by arcreamer
yeah i knew it was C! o yeah me smart... :P

PostPosted: Mon Aug 20, 2007 3:43 am
by Fuzzy
The GED files themselves are some sort of encrypted format. For example, if I put a string "aaaa" in and actor, and save to ged, the string is not four identical characters in the ged. Likewise, if a second actor has a text "aaaa", it may not match the first "aaaa".

PostPosted: Mon Aug 20, 2007 7:39 am
by motorollin
So in terms of performance of my game, which would be better: GameEditor or plain C/C++ written using the GP2X SDK?

PostPosted: Mon Aug 20, 2007 7:52 am
by d-soldier
Since GE is meant to be a gateway for designing games WITHOUT serious programming experience, I would expect better results coding everything within a programming language, if you can. I'm sure it would eliminate a fair amount of unnecessary programming, but then again, you would have to start scratch (loading graphics and programming them to appear on screen, etc.)

PostPosted: Mon Aug 20, 2007 8:12 am
by motorollin
I thought as much, thanks. However I have practically no experience coding in C so I'll stick to GE :D My game's performance so far is ok on the GP2X anyway, so it should be alright.

PostPosted: Mon Aug 20, 2007 2:56 pm
by d-soldier
The gp2x issue is one that gets better every single time a GE update is released... So, like me, you can better yourself in GE while biding your time.