Quote: "@RobK, Would that still mean that once the project is build, you will need to ship the DBPro dll's with your final project to enble it to work? (I.e. breach the license)"
Yes, it does mean that.. however it can be used as a temporary means for development in the mean-time.
If there is enough demand for it, then I will temporarily release my .NET Linker to bridge the gap until TGC release thiers. As I'm currently using DBP as a Prototype Engine, until I'm confident enough that the base for my current project is viable enough.
Quote: "I fear simply wrapping the DLLs would introduce performance issues. Have we microsoft programer's already forget the problems marshalling has?"
Actually there is no performance issue, as your Linking commands. The Assembly file you Reference is mearly the .NET version of creating a Header file. While you still require the full DLLs in order for it to work, it does provide you with a very quick and painless way to use the Dark Game Engine.
Quote: "My experience with .Net ports, and I've been doing this since .Net was first released, is to re-structure the legacy app first, then port."
It shouldn't require that provided the engine has been structured as a Class to begin with. Exporting as a .NET DLL is simply a case of setting up a few bits & bobs..
Difference between .NET Assemblies and Linker Libraries though is the fact that Assemblies are not compiled inside the application, but used as Runtimes which are available throughout the system.
Right there might actually be why TGC may never create a .NET version. As it would mean creating some sort of protection layer in order to prefer 3rd Parties using it as they see fit.