Game Development Stack Exchange is a question and answer site for professional and independent game developers. Join them; it only takes a minute:

Sign up
Here's how it works:
  1. Anybody can ask a question
  2. Anybody can answer
  3. The best answers are voted up and rise to the top

I use GameMonkey to script the game play and use the script from my C\C++ host game. I've got it working the script with my engine. But I have a question. In these engines like Torque, Unreal, Unity, etc. when you finally build the game, all the scripts are also compiled and you don't need to ship all the script source.

How do I do that? Right now my engine needs GameMonkey source script to process the game logic.


share|improve this question
up vote 1 down vote accepted

From the GameMonkey forum

You want to gmMachine::CompileStringToLib() and later ExecuteLib(). You will want to do that with SetDebugMode() disabled otherwise your source code will be included in the compiled library.

share|improve this answer

Your Answer


By posting your answer, you agree to the privacy policy and terms of service.

Not the answer you're looking for? Browse other questions tagged or ask your own question.