Byte code plugins are only any use for plugins that use what is already available in the compiler. To do anything else requires another compiler and some object code, an interface, and a linking mechanism.
DLLs on Windows is not an issue, because each platform will have a different code-base to call anyway. On Android, for example, it could be Java.
The most elegant solution, as I've said many times, is for AppGameKit to include Lua. The power of Lua in all areas except rendering is massively superior to AppGameKit Basic - and there are libraries to do networking and other stuff needed for social sites. And it's possible to get Lua to create callbacks to an AppGameKit function.
This is only an issue for Tier 1, because in C#, C++ and Object Pascal almost anything can be done. The OGL surface is easily exposed, and very fast object code can be produced.
So I think plugins divide into two types for T1:
* Cute stuff with AppGameKit itself
* Stuff that would be impossible or extremely difficult in AGK
In the first case, having the compiler produce a byte code file is fine.
In the second case, Lua provides a powerful sub-system with double-precision maths. It's used in many AAA games. It's free, and could be compiled into the AppGameKit core with few problems.
So - Lua is not Basic, but advanced plugins will usually be written by advanced programmers, not newbies. If you want advanced AI, or Fourier Transforms, for example, you are not going to get these in AppGameKit Basic because it doesn't have complex numbers or high-precision floating point numbers.
What a compiler can't do can be done by more powerful imports.
-- Jim - When is there going to be a release?