Torque for iPhone-what exactly is needed?
by Daniel Hopkins · in iTorque 2D · 09/04/2009 (2:08 pm) · 3 replies
Hey,
I am considering purchasing a Torque for iPhone license, but I'm kind of confused as to what all is required to create a complete project. I'd really appreciate it if someone could clear some things up for me.
To start, one of the requirements is "Mac OS X 10.5.5." As a Windows user, in what way does this apply to me? In other words, do I have to purchase the Max OS and dual-boot? Another requirement is the "iPhone SDK for iPhone OS 2.2 (build 9M2621)." The latest SDK version is 3.0. Would it be better to dowload the latest, or does the engine require that particular version? Also, my iTouch has OS verion 3.0. From what I've heard, it should be backward compatible, right? So the "iPhone OS 2.2" requirement is more like "iPhone OS 2.2 and above"?
So that's it for installation and use, now I'm wondering what exactly the Torque for iPhone engine does for me. Here's part of the description for the iTGE:
From the sound of it, all I have to do is create a game in TGE, download the iTGE, and it will load and deploy my game to the iPhone. Is that right? If not, what is the general pipeline for getting my TGE/TGB game onto the iPhone? Also, neither of the main engines (i.e. TGE and TGB) are listed as a requirement for their corresponding iCounterparts, therefore I'm assuming the iTGE/iTGB offer a complete pipeline for creating games, with the added bonus of loading your un-i projects. Is that correct?
Finally, where in all this does XCode and the iPhone SDK come in? What is XCode and where does it fit within the development process? Will I be able to get by with my C knowledge? Is the engine ready to go, and just needs the SDK libraries to compile or is some in depth integration required?
I realize I'll be re-compiling a lot as a good optimization is to do as much as you can in code rather than script, but for discussion's sake, is it possible to download iTGE and get a game on the iPhone without delving into source or re-compiling?
I would greatly appreciate any answers, feedback, or advice you could provide.
Thanks,
Daniel
I am considering purchasing a Torque for iPhone license, but I'm kind of confused as to what all is required to create a complete project. I'd really appreciate it if someone could clear some things up for me.
To start, one of the requirements is "Mac OS X 10.5.5." As a Windows user, in what way does this apply to me? In other words, do I have to purchase the Max OS and dual-boot? Another requirement is the "iPhone SDK for iPhone OS 2.2 (build 9M2621)." The latest SDK version is 3.0. Would it be better to dowload the latest, or does the engine require that particular version? Also, my iTouch has OS verion 3.0. From what I've heard, it should be backward compatible, right? So the "iPhone OS 2.2" requirement is more like "iPhone OS 2.2 and above"?
So that's it for installation and use, now I'm wondering what exactly the Torque for iPhone engine does for me. Here's part of the description for the iTGE:
Quote:
Torque 3D for the iPhone is built to natively load projects from Torque Game Engine and deploy them to the iPhone. Torque 3D for the iPhone supports the full TGE set of features, so you can prototype your iPhone game in TGE on PC or Mac, then optimize it for deployment using Torque 3D for the iPHone.
From the sound of it, all I have to do is create a game in TGE, download the iTGE, and it will load and deploy my game to the iPhone. Is that right? If not, what is the general pipeline for getting my TGE/TGB game onto the iPhone? Also, neither of the main engines (i.e. TGE and TGB) are listed as a requirement for their corresponding iCounterparts, therefore I'm assuming the iTGE/iTGB offer a complete pipeline for creating games, with the added bonus of loading your un-i projects. Is that correct?
Finally, where in all this does XCode and the iPhone SDK come in? What is XCode and where does it fit within the development process? Will I be able to get by with my C knowledge? Is the engine ready to go, and just needs the SDK libraries to compile or is some in depth integration required?
I realize I'll be re-compiling a lot as a good optimization is to do as much as you can in code rather than script, but for discussion's sake, is it possible to download iTGE and get a game on the iPhone without delving into source or re-compiling?
I would greatly appreciate any answers, feedback, or advice you could provide.
Thanks,
Daniel
Torque 3D Owner Marc Dreamora Schaerer
Gayasoft
You must own a Mac System with Intel Processor and OSX 10.5.x at very least to do any iphone development at all.
You can not just buy MacOS and use it on a Windows Machine, Mac OS is not an open "support all hardware" OS, its for Apple machines only.
As Windows Developer, you can just buy TGB Pro and work with that one and create Windows games.
Generally: iTorque requires that you do your stuff in code. Script stuff will run slow to standstill commonly as the script code is interpreted in realtime and the iphone cpu is very bad at such tasks.
PS: you are on the ITGB boards, not the iTGE ones. So I would consider to wait until its done and its board likely become open as well so you can ask ITGE licenses about ITGE stuff.
iTGB and iTGE are pretty different