Game Development Community

Killing .dso's

by Brian Ramage · in iTorque 2D · 02/07/2009 (11:39 am) · 2 replies

I find dealing with .dso's to be pretty annoying, with having to delete them all the time, and/or making sure they are more recent than the script changes. In my TGEA PC game, I just turn them off. I don't see an option to do that with iTGB.

I'm thinking of implementing the game changes that TGEA has so that I can turn them off. Is that going to be a problem, other than with performance? I saw another thread that said only .dso's are run with the simulator and you must include them in the Resources. However, running BehaviorShooter with a clean copy doesn't have any .dso's before or after running in the simulator, so this doesn't seem to be the case. Am I missing something?



#1
02/07/2009 (12:24 pm)
Also - what are .edso's?
#2
02/07/2009 (1:20 pm)
OK, so it looks like .dso's get created and packaged into the .app before getting sent to the simulator? Is that correct?

Are there any docs on how .dso, scripts, fonts, and other resources are packaged and run for the simulator / device?

Thanks!