How to convert code from lego ev3 coding to brick commander app and use? - lego-mindstorms

How to convert code from lego ev3 app to lego commander app to control it easier? any ideas?

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If IL2CPP on unity is compiled, how come people can mod games?

I've been developing a game in unity(called Humanity Clicker, if anyone is interested) so I been doing a lot of research on how the engine works and etc.
It just so happens that there are projects, such as MelonLoader, which are capable of modding basically any Unity game, no matter if using mono or IL2CPP. And while I can understand how they mod mono projects(as its not compiled into machine code), IL2CPP converts MSIL into machine code, and thus should make it basically impossible to mod, since the game's code would be unreadable for humans.
How do tools like that work?

Is it possible to convert game written in Torque Game Engine 1.5.1 into Unity?

I have some games written several years ago in Torque (so C++ engine code and Torque scripts). I'd like to have them in Unity3D.
I have searched through the Internet but haven't found anything.
Is rewriting everything from the scratch the only way to convert those games from TGE 1.5.1 into Unity?
I know that I can import some graphics but I cannot find anything about code.
Yes, it is the only way. Not only do they use different languages, but also different concepts to reason about game logic and different coding practices.

Can I use unity 3d or udk while learning LWJGL?

I am learning LWJGL. unity 3d and UDK are the best game engines I notice when I Google. But game engines for java or LWJGL are j Monkey engine, adore 3d, libgdx etc. Can I use unity 3d or udk while learning LWJGL or should I stick with j Monkey engine, adore 3d, libgdx etc?
LWJGL and UDK/Unity are very different beasts. LWJGL is a low level API from which you could build a game engine, while the UDK and Unity are complete ready-made game engines from which you can start building games without having to care about low level stuff like OpenGL/DirectX, Input controls, Audio, etc. So these engines will not help you to learn LWJGL but they might give you some ideas on how to do certain things (e.g. how to organize scenes, what formats to support, how to do an asset pipeline, etc.).
If your ultimate goal is to actually write a game, I'd say go for one of the engines directly and don't bother with the low level stuff and LWJGL. Writing a game engine is hard to do and the engines out there cater for most types of games. If you have super-special needs or just want to build a game engine for the sake of it, then go on with the LWJGL path and have a peek at every game engine you can get your hands on for getting ideas.

iPhone - Need some reference code for card game

I am going to build a card game. Game will be like MahJong.
I want some reference code or link to start with. If you have any, then please share it.
You should take a look at Jens Alfke's GeekGameBoard open source framework, which uses Core Animation to enable board or card games. You might also want to check out the following questions:
Are there any Open-source iPhone games around?
iPhone board game: OpenGL ES or CoreGraphics?
is Open GL a Overkill for a 2d Card Game ?
This site:
Mah-Jong for Linux, Unix, MacOS and Windows
seems to contains links to just about every other site. Also there is source to download. Were you interested in the solitaire game or doing a 4-player networked thing?

Oolong, SIO2 or commercial Game engine for 3D iPhone Games newbie?

I'm trying to pick between the Oolong and SIO2 iPhone game engines for my first game programming project. I have some Cocoa experience and many years of C++ including relatively low level 2D graphics and developing Quicktime plugins but only minor OpenGL exposure. Which engine would be easiest to learn and most productive for someone with my background and limited time?
Both include the Bullet physics engine. I lean towards Oolong because of its C++ source and optimisation for the PowerVR graphics. However, the Lua interpreter and additional sound goodies in SIO2 are appealing. SIO2 also seems to have a good range of tutorials.
I'm also willing to spend money on Unity or Torque Game Environment if they will save me significant time. The pricing gets interesting though - the Unity Indie license only applies to companies with turnover (not revenue!) of under USD 100,000 so you're easily out of that category and up for USD 3,000 per seat. I'd want a lot of convincing it will save time to justify that investment over just using SIO2! The Torque 3D product doesn't seem to be released yet but looks like costing about USD 500 on top of a USD 150 Indie license (their income threshold is USD 250,000).
**Edit Dec 2011 - SIO2 is no longer free **
I started my first SIO2 app last night and it was easy to get up & running from the tutorials (the tutorials include a full XCode project that you can load and start hacking on). The tutorial projects are also very well commented - this makes it quicker to pick up.
The interfaces to SIO2 are mostly in C, so your C++ background should make that transition pretty easy.
Even if you don't use it, download SIO2 and open one of the tutorials and check out the comments & code. You'll be able to tell pretty quickly if it's a toolkit & style you like.
Not directly related to speed of uptake, but a big plus for me was the Blender integration. It lets me use a free 3d toolkit to make & export models and then go from there. I saw that Oolong uses 3DS and I'm not sure if Blender exports that format or not so I could be wrong.
If you're curious: SIO2 provides a python script that exports the Blender scene to a zip file. Then, from inside the SIO2 code you reference your objects from the scene and pull them in to your iPhone app.
I try both OOLong and Unity way. I suggest to use unity:
Learn Curve is very short if you have a basic game background
Unity include a large set of utility outer of 'graphics & audio'
With unity you don't care about graphics/audio file format
One code for both iOs and Android
Full set of pre-assembled asset free from the store
Exendible editor to make your level-editor
I spend one year to close a OOLong project. I probably would have saved six months of work with unity.