Question regarding iPhone SDK EULA + TorqueScript
by Marc Dreamora Schaerer · in iTorque 2D · 10/20/2008 (3:10 pm) · 4 replies
As most, who have agreed the EULA now, it is not allowed to interpret code during runtime on the iPhone. If your app does, this can end with your app beeing pulled from the store or beeing denied upfront.
So I wanted to ask about two points:
1. Did GG clear that with apple, are the iTorque apps fine to interpret DSO at runtime
2. If not, within which timeframe can we assume to have a proper script compiler that final compiles them and links them against the project?
So I wanted to ask about two points:
1. Did GG clear that with apple, are the iTorque apps fine to interpret DSO at runtime
2. If not, within which timeframe can we assume to have a proper script compiler that final compiles them and links them against the project?
About the author
#2
I remembered this because of a discussion of Unity iPhone vs Shiva. Unity does C# with fullscale out of time compilation (unlike the regular JIT done in mono / .net) and has binaries *true binaries* that are beeing sent to the iphone
Shiva on the other end is LUA which is pure interpreted.
Torque, at least to me, is somewhere between those. it has, like java, an own "binary" format for its own VM. But it is no true binary as well.
For that reason I thought it would be usefull to ask.
Thank you for seeing if this can be cleared
10/20/2008 (3:31 pm)
If they are binaries it should be fine.I remembered this because of a discussion of Unity iPhone vs Shiva. Unity does C# with fullscale out of time compilation (unlike the regular JIT done in mono / .net) and has binaries *true binaries* that are beeing sent to the iphone
Shiva on the other end is LUA which is pure interpreted.
Torque, at least to me, is somewhere between those. it has, like java, an own "binary" format for its own VM. But it is no true binary as well.
For that reason I thought it would be usefull to ask.
Thank you for seeing if this can be cleared
#3
11/03/2008 (3:54 pm)
@Marc: This is definitely something we cleared with Apple beforehand. You're right that both Unity and Torque are using a "pre-compile" step to create binaries that are more performant that JIT. The first I ever heard of AOT compilation was from Unity and I don't know how much of a performance improvement this offers, but if their demos and frame rates are any indications, it's not significantly better than Torquescript and definitely no where near a straight code implementation.
#4
Guessed that this is the case, as Apples army of lawyers normally is faster than light sueing someone
11/03/2008 (4:02 pm)
Thank youGuessed that this is the case, as Apples army of lawyers normally is faster than light sueing someone
Community Manager Michael Perry
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I'll see if someone else can chime in.