iTGB 1.1 released, more to come!
by Brett Seyler · 12/22/2008 (7:07 pm) · 5 comments
PVRTC & Torquescript Improvements Are HERE!
On Friday evening, in a mad rush before many GG'ers left Eugene for their Christmas vacation spot of choice, we posted a new build of iTGB, version 1.1. This version includes a number of bugfixes and optimizations from version 1.01 released a couple months ago.
Generally, the optimizations to Torquescript have yeilded about a 3X framerate improvement in the projects we've tested. While better performance can always be obtaind by converting your scripts to code, this is a big step for usability.
One additional feature included in the 1.1 release is a texture compression tool that uses the PowerVR libraries. This makes it possible to use native texture compression (PVRTC) for your artwork on the iPhone. While the 1.1 release includes only a Windows compatible version of this tool, a Mac compatible version is being tested right now for the next update.
Here's what a couple iTGB users have to say about the 1.1 release:
John Felton
"I'm pleased to say that for the first time I can run the same project on Win, Mac, Simulator and iPhone and get the same results. That is a big step forward. Thanks."
Patrick Hornberger
"This is indeed a great step forward. I can the sample projects now and performance is remarkably better. Thanks to everyone for their hard work in getting this out to us."
We're far from done with iTGB, but it's really great to see so many of you making good progress on your projects. Next on our list for iTGB in particular will be:
Additional improvements to drawing speeds
Mac version of the PVRTC tool
Streamlining of the workflow ("push to preview")
Release Feedback
Please give us any feedback you have on this release in the Official iTGB 1.1 Feedback thread.Documentation
You can find iTGB documentation on TDN here.Michael Perry is working up new docs for 1.1 right this moment, so they should be online soon this week. You can find those here.
Planned Reference
Release Notes
Gotcha List
Preprocessor compiler flag descriptions
iPhone script variables/preferences
Difference between the 2 Xcode projects you get
Modifying our Xcode project to use your game and deploy to device
Handling an interrupt (call, home button, etc)
Simple Multi-touch tutorial
Using Windows PVRTC Tool
Computer Terminal GUI Tutorial (yay!)
iTGB blogs:
- iTGB 1.0 in the Wild
- iTGB 1.0.1 released! [li]iTGB 1.1 released, more to come!
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
12/22/2008 (7:11 pm)
@Dave: Yes. Absolutely. There really aren't any stability / crash issues that I'm aware of. The biggest battle on the iPhone is fighting the performance constraints, and we've made some real headway there.
#3
12/23/2008 (4:40 pm)
Sounds great. Keeping in mind that not all optimizations will be applicable to different platforms, will these script performance improvements make it into stock (Win32, MAC etc) TGB at some point?
#4
12/30/2008 (3:55 am)
That's great news about the performance improvements. Any word on iTGE?
#5
01/06/2009 (8:43 pm)
Would a current TGB owner who isn't quite ready to take the plunge and spend 500$ for the iTorque license be able to prototype an iPhone game using TGB, keeping in mind hardware/memory limitations, and eventually port over to iTorque fairly pain free?
Torque Owner Dave Young