The iPhone Announcement
by Brett Seyler · 07/24/2008 (9:31 am) · 40 comments
Hey guys,
It's been a while since I posted a blog, and I'm really happy actually to be writing on this subject for the first blog back in a bit. I want to say that I'm *really* encouraged by all the great work you guys have been doing. There are plenty of community members who really deserve special recognition and praise for some awesome work. Apparatus is wowing us with his gorgeous art, Ryan Mounts is doing cool stuff (and sharing it) on ambient occlusion for TGEA, Blackskull Studios is offering some great Torque-ready assets at a discount to GGers, and Dave's Fry Up is genius. Lots of kudos to go around and it would take the whole blog to cover all the posts and forum activity that's made me laugh or smile in the past few months, so I'll try to stay on track and just say "thanks" and please keep it up!
Okay...back to the iPhone thing...so we've been wrangling together work that various Torque users have done and combining it with our own updates and work to pull together a good game development solution for the iPhone using Torque. Essentially, as with the Wii, TGB and TGE both being OpenGL-based and Mac compliant make their use for iPhone development a natural fit. Both products do plenty to tax the iPhone's already impressive hardware, but we'll be adding lots to the iPhone specific version of Torque over time to really get it optimized. Why do the iPhone? That's pretty easy to answer :) The iPhone is at its peak in terms of popularity, and now with the Apple Developer SDK open to anyone and the iTunes App Store hosting games, there's a real path for indies to do very well with their games.
MBU on the iPhone? Accelerometer inputs? Oh the possibilities...

I wanted to write this blog to let you guys know what was up with the announcement, but also to see how many of you were interested in joining the effort. The product should be considered "beta" at this point, but really so should the iPhone SDK. Torque happens to be a great fit both in terms of its memory footprint and hardware support out of the box, but we'd like to take all that further if possible. If any of you are already using the iPhone SDK or have done some thinking about how you might improve TGE or TGB for deployment on the iPhone, feel free to get in touch with me and we'll see if we can loop you in.
Last thing I wanted to address here was the possible perception that this iPhone thing has in any way distracted us from the main Torque lineup. It definitely has not. We have SO much cool stuff going on for Torque on PC it's scary. Seriously, we're full steam ahead and though we're taking a longer cycle on our next couple releases, they'll be well worth it. More details to come probably toward the end of August, but I'll see if we can't preview some of what we're working on just a little earlier than that.
Thanks again guys for making the community so much fun to watch and work for. You make this job fun :)
It's been a while since I posted a blog, and I'm really happy actually to be writing on this subject for the first blog back in a bit. I want to say that I'm *really* encouraged by all the great work you guys have been doing. There are plenty of community members who really deserve special recognition and praise for some awesome work. Apparatus is wowing us with his gorgeous art, Ryan Mounts is doing cool stuff (and sharing it) on ambient occlusion for TGEA, Blackskull Studios is offering some great Torque-ready assets at a discount to GGers, and Dave's Fry Up is genius. Lots of kudos to go around and it would take the whole blog to cover all the posts and forum activity that's made me laugh or smile in the past few months, so I'll try to stay on track and just say "thanks" and please keep it up!
Okay...back to the iPhone thing...so we've been wrangling together work that various Torque users have done and combining it with our own updates and work to pull together a good game development solution for the iPhone using Torque. Essentially, as with the Wii, TGB and TGE both being OpenGL-based and Mac compliant make their use for iPhone development a natural fit. Both products do plenty to tax the iPhone's already impressive hardware, but we'll be adding lots to the iPhone specific version of Torque over time to really get it optimized. Why do the iPhone? That's pretty easy to answer :) The iPhone is at its peak in terms of popularity, and now with the Apple Developer SDK open to anyone and the iTunes App Store hosting games, there's a real path for indies to do very well with their games.

Last thing I wanted to address here was the possible perception that this iPhone thing has in any way distracted us from the main Torque lineup. It definitely has not. We have SO much cool stuff going on for Torque on PC it's scary. Seriously, we're full steam ahead and though we're taking a longer cycle on our next couple releases, they'll be well worth it. More details to come probably toward the end of August, but I'll see if we can't preview some of what we're working on just a little earlier than that.
Thanks again guys for making the community so much fun to watch and work for. You make this job fun :)
About the author
Since 2007, I've done my best to steer Torque's development and brand toward the best opportunities in games middleware.
#2
Like I said, I'd love to help out (because, after all, helping you helps me in the long run). :)
07/24/2008 (9:45 am)
I would love to get in on that. I was actually considering tackling porting TGB to the iPhone myself. It's a bit overwhelming for one person to do though. I'm part of the full-fledged developer program, so I'm able to do actual device testing.Like I said, I'd love to help out (because, after all, helping you helps me in the long run). :)
#3
07/24/2008 (9:53 am)
Sweet! Maybe my developer program license won't be for naught! Actually, the iPhone SDK is already pretty cool, but Torque-ability just makes it all the cooler!
#4
07/24/2008 (10:27 am)
I am incredibly interested in the effort, I have a small handful of dream games that would be perfect for iPhone!
#5
Think of it... playing like mad up to the last second, oops gotta go, but let me grab my iPhone so I can finish this conversation or check in on the raid status, etc.
07/24/2008 (10:31 am)
Actually, one of the most fascinating potentials for iPhone 3d apps is for metagame experiences based on full fledged games... like character creators, inventory explorers, etc. You could fool around 'offline' on the bus with some character concepts and send em when you can connect or look around in your inventory/do ingame messaging even while nowhere near your PC. Playing around with Spore Creator, etc gave me the idea.Think of it... playing like mad up to the last second, oops gotta go, but let me grab my iPhone so I can finish this conversation or check in on the raid status, etc.
#6
I sent a email to Davey Jackson about the licencing and Mathieu sent you an email to help and share his experience about the Iphone SDK.
Great blog! Keep us informed!
07/24/2008 (11:31 am)
Frogames is really interested in the Torque for the Iphone!I sent a email to Davey Jackson about the licencing and Mathieu sent you an email to help and share his experience about the Iphone SDK.
Great blog! Keep us informed!
#7
Brett, I've sent you an email and also licensing (Davey Jackson). Would love to get involved in beta testing this beast!
07/24/2008 (11:47 am)
Lateral Punks is also interested in using using this fantastic new product. I was doing some openGL ES work for iPhone just yesterday, and thought to myself Torque for iPhone would be killer. And then I woke up to find this post! Thanks GG!Brett, I've sent you an email and also licensing (Davey Jackson). Would love to get involved in beta testing this beast!
#8
07/24/2008 (11:57 am)
I've already been using the iPhone SDK, and I would definitely be interested in helping out with the iPhone Torque Game Engine development.
#9
07/24/2008 (1:09 pm)
This is very exciting news! The iPhone App Store would be an incredible outlet for Torque games. Keep us posted.
#10
07/24/2008 (1:28 pm)
Man, an TGB version for the iphone, man that would be a killer!
#11
I'm glad to see renewed (public) interest from GG for the platform.
Would I have to use a "stock" build of TGE and/or TGB? If so, my interest would drop to near zero.
07/24/2008 (1:55 pm)
I'm interested in targeting the iphone too. ( see www.garagegames.com/mg/forums/result.thread.php?qt=73961 )I'm glad to see renewed (public) interest from GG for the platform.
Would I have to use a "stock" build of TGE and/or TGB? If so, my interest would drop to near zero.
#12
Cheers for the mention of Dave's Fry Up too. It had gone kind of unnoticed on the forums it seems. In fact, Dave's Fry up with accelerometers sounds like a rather neat idea!
07/24/2008 (3:20 pm)
I'm *very* excited about Torque for iPhone. I think it (iPhone) is a superb platform for indies to develop on and I'm definitely looking forward to having a dabble in it. :)Cheers for the mention of Dave's Fry Up too. It had gone kind of unnoticed on the forums it seems. In fact, Dave's Fry up with accelerometers sounds like a rather neat idea!
#13
So I would sign up to take part in testing.
07/24/2008 (4:31 pm)
I am an authorized iphone/ipod developer, so I would jump at the opportunity to use a Torque engine on it. If not Torque then I will have to use the Unity 3D engine iPhone port.So I would sign up to take part in testing.
#14
07/24/2008 (4:59 pm)
Red Thumb Games is interested, I would port Shelled and Dragon Hatchery to iPhone in an iSecond.
#15
07/24/2008 (5:33 pm)
Joshua, that "iSecond" comment gave me a chuckle, ta :)
#16
Luck!
Guimo
07/24/2008 (6:12 pm)
Yes! Exactly one of the platforms I was thinking about when I decided to use TGE for Warscale! You have just made my day!Luck!
Guimo
#17
07/24/2008 (6:25 pm)
Well, I just can't wait when iPhone clones will be released. Apple have made a great phone, but it is unaccessible legally for a big part of the world. iPhone clones should offer a bigger market for the software.
#18
07/24/2008 (8:16 pm)
I'm interested to join the program, pretty pretty PLEASE.. . . .. ..!!!!
#19
07/25/2008 (5:50 am)
We at Plastic Games are doing development for the iPhone. We are happy to see Torque support for that platform.
#20
Would love to see the Flight Game Example running on the iPhone... :-)
07/25/2008 (6:45 am)
I'd be interested too in the TGE version of the iPhone. I have some first experience on developing apps for the iPhone on the Mac and publishing them to the iTunes store which might be valueable.Would love to see the Flight Game Example running on the iPhone... :-)
Torque Owner Ed Averill