3D "Mode 7" Racing in iTGB
by Chris Jorgensen · 03/25/2009 (9:13 am) · 7 comments
In my first blog about "mode 7", I briefly previewed what I had done -- I had found a way to rapidly convert a 2D racing into a simple 3D one. In my second blog, I announced my intention to make a kit. Since then, I've worked on just that. I was able to put together a kit prototype for TGB (PC and Mac), complete with documentation, and pitch it to the appropriate people.

I knew, however, that the true potential of the retro 3D was in the mobile realm. So I took to porting to iTGB. This, not surprisingly, forced me to gut out the script-heavy parts of the code and integrate more features directly into the engine. The result, however, has been very good.

Currently, the demo runs around the 24 FPS mark. As you can see in the video below, that's plenty smooth for the effect. The controls have been mapped to the X tilt sensor, and multi-touch is used for gas, brakes, and powerups.
So what's next? Two things. First, there's no reason the PC and Mac versions of the kit shouldn't be updated to have the optimized coding that the iPhone version benefits from. Thus, I need to update my documentation. Second, I plan on releasing a game to the app store based on this kit.
Hopefully, my next blog will be an announcement on how you can get your hands on the kit. Til then!

I knew, however, that the true potential of the retro 3D was in the mobile realm. So I took to porting to iTGB. This, not surprisingly, forced me to gut out the script-heavy parts of the code and integrate more features directly into the engine. The result, however, has been very good.

Currently, the demo runs around the 24 FPS mark. As you can see in the video below, that's plenty smooth for the effect. The controls have been mapped to the X tilt sensor, and multi-touch is used for gas, brakes, and powerups.
So what's next? Two things. First, there's no reason the PC and Mac versions of the kit shouldn't be updated to have the optimized coding that the iPhone version benefits from. Thus, I need to update my documentation. Second, I plan on releasing a game to the app store based on this kit.
Hopefully, my next blog will be an announcement on how you can get your hands on the kit. Til then!
About the author
Owner of Cascadia Games LLC
#2
03/25/2009 (11:27 am)
Well done, Chris -- that looks fantastic!
#3
03/26/2009 (9:56 am)
Congrats. I've been watching your progress and I have to say this is totally awesome. Good luck on your app!
#4
Hadn't seen the other vids of your progress. You need to blog more.
I will pick it up if the kit is priced good and get back into TGB (I'm a bit "torqued" at TGB at the moment).
Randy
03/27/2009 (8:17 am)
Looking good Chris.Hadn't seen the other vids of your progress. You need to blog more.
I will pick it up if the kit is priced good and get back into TGB (I'm a bit "torqued" at TGB at the moment).
Randy
#5
03/27/2009 (3:35 pm)
Thanks for the comments. Hopefully once I have something in the app store, it may renew the interest in the kit. I can never tell why one blog post is popular and the next isn't! :)
#6
03/30/2009 (4:43 pm)
Does this mean the TGB Kit is on hold for the iTGB version?
#7
Your work is nothing less than EPIC! Keep it up!
04/29/2009 (9:14 am)
I absolutely cannot wait for this kit to be released – as a newcomer to the Torque engine, I’m impressed on a daily basis as to what all it can do. Your work is nothing less than EPIC! Keep it up!
Torque 3D Owner Eric Forhan