[T2D iPhone 1.3 Beta] Unable to Build in Windows
by Joe Virgin · in iTorque 2D · 10/02/2009 (4:16 pm) · 13 replies
Are we not supposed to be able to build with the 1.3 beta? I went to build project and noticed that the output directory, platform, packaging, and recompile scripts fields were all taken out. I filled in the fields that were there and clicked "Clean & Build" just to see a brief pop up build status screen but no window showing me where it built. Where's the build hiding?
About the author
Joe Virgin is a programmer for Plainvue Software, Inc., a company producing iPhone games that teach math skills to the youth. Check out Fraction's Kitchen Lite, Fortune's Prime, and Chainshooter powered by iTGB and now available on the App Store.
#2
10/05/2009 (3:14 pm)
Sorry, I didn't specify clearly. I'm using Windows XP. I'm not looking for the XCode build for the iPhone, but rather the TGB build that I can import into XCode. I have no XCode_iTGB folder. I checked the XCode and XCode_iPhone folder with no luck.
#3
Well that explains everything. :)
You can't build for iPhone on Windows XP. You can only do it on an Intel Mac running XCode. The DSOs you create on Windows won't even be compatible with the iPhone.
10/05/2009 (3:16 pm)
OH!!!!!Well that explains everything. :)
You can't build for iPhone on Windows XP. You can only do it on an Intel Mac running XCode. The DSOs you create on Windows won't even be compatible with the iPhone.
#4
10/05/2009 (3:33 pm)
I understand that you need a Mac running XCode to build a working version of the game. In iTGB 1.2, however, you could "build" your common, game, and main.cs files on Windows XP and import them into XCode on a Mac. Perhaps it's my failure to understand what iTGB 1.2 did when you "built" your game, but I could have sworn it at least PVR'd images.
#5
TBH, if you're doing iPhone development, I'd seriously recommend doing everything on the Mac and the iPhone. Things run way too differently on the actual iPhone when compared to the mac, and when you throw a third machine in the mix, you're just asking for trouble. :)
10/05/2009 (3:38 pm)
Hrm... you sure? From everything I've seen and tried, attempting to run a .DSO build on any Windows architecture will cause the game to crash when run on the mac, since the core processing components are too different and require things built in very different ways.TBH, if you're doing iPhone development, I'd seriously recommend doing everything on the Mac and the iPhone. Things run way too differently on the actual iPhone when compared to the mac, and when you throw a third machine in the mix, you're just asking for trouble. :)
#6
Thats actually the same as for OSX: you need to have the same compiler flags or the scripting compilation will be different.
I'm really hoping that we will see the Windows build beeing removed from the package though. Anyone who wants the windows builds of his game has TGB Pro 1.7.4 to create them.
I would normally even vote for the mac TGBGame project version to be gone but the editor play functionality is kind of russian roulette if it feels like working, so its required to build the scripts reliably.
10/05/2009 (3:45 pm)
Quote:Hrm... you sure? From everything I've seen and tried, attempting to run a .DSO build on any Windows architecture will cause the game to crash when run on the mac, since the core processing components are too different and require things built in very different ways.
Thats actually the same as for OSX: you need to have the same compiler flags or the scripting compilation will be different.
I'm really hoping that we will see the Windows build beeing removed from the package though. Anyone who wants the windows builds of his game has TGB Pro 1.7.4 to create them.
I would normally even vote for the mac TGBGame project version to be gone but the editor play functionality is kind of russian roulette if it feels like working, so its required to build the scripts reliably.
#7
10/05/2009 (3:52 pm)
Agreed, I think that the Windows build is removed. For anyone who knows Torque, it's not THAT difficult to keep 2 builds running in unison, anyway - one for Windows / Mac, and one for the iPhone. Plus the loading requirements are very different between the platforms, so trying to maintain a single codebase that is automagically compatible between all three is just going to give you a huge mess of pre-processor definitions. (Then when you add in demo builds that are built from the same code and the pre-processor definitions for those, your code is gonna look like swiss cheese, lol)...
#8
What you're saying makes sense though. I think that building in Windows was just a side effect left over from converting TGB to iTGB. Thanks Marc and Dave for you help.
10/05/2009 (4:08 pm)
My company has actually released iPhone games that have been created on Windows computers and then imported into XCode on a Mac Computer. It's very possible. I thought this would have been a common practice for a lot of people who just don't like using Macs.What you're saying makes sense though. I think that building in Windows was just a side effect left over from converting TGB to iTGB. Thanks Marc and Dave for you help.
#9
We've been working on some multi-platform games over at my company, so I can certainly understand the desire to work on one platform and release on three. It does make it a little bit easier at times, though I still think being able to do some very precise per-platform drilling throughout the project could potentially make for a smoother end product.
Joe, lemme know if you have any other problems or questions regarding iTorque2D or just Torque in general. You can msg me here or email me directly at dave@cerulean-games.com
10/05/2009 (4:12 pm)
No problem, Joe. :)We've been working on some multi-platform games over at my company, so I can certainly understand the desire to work on one platform and release on three. It does make it a little bit easier at times, though I still think being able to do some very precise per-platform drilling throughout the project could potentially make for a smoother end product.
Joe, lemme know if you have any other problems or questions regarding iTorque2D or just Torque in general. You can msg me here or email me directly at dave@cerulean-games.com
#10
The code thats there now is targeted at desktops with plenty of RAM and drivers that handle sub optimal render requests, which on the iphone leads to performance problems that force you to significantly optimize all the other cpu using aspects you have.
10/05/2009 (6:22 pm)
Joe: the main problem with having the mac and win stuff in is that the rendering end etc can't be totally scrapped to finally become iphone targeted.The code thats there now is targeted at desktops with plenty of RAM and drivers that handle sub optimal render requests, which on the iphone leads to performance problems that force you to significantly optimize all the other cpu using aspects you have.
#11
10/05/2009 (6:40 pm)
@Marc: Right, and it's led to companies like mine ripping out MASSIVE parts of the rendering code, doing huge changes, lots of optimizations, etc. Just having something that is purely iPhone targeted would be awesome and really save us a lot of time (especially in frustrations when using Shark, lol).
#12
I've done smaller modifications to the visual backend too for performance reasons but I'm only one person so my time and financial budget is restricted when it comes to do things that the devs were meant to have done before iTGB 1.0 so I just cope with the fact, drop features or switch to Unity iPhone Advanced depending on the project I'm meant to do as I own iTGB and UiA
10/05/2009 (6:47 pm)
Fully agree with that.I've done smaller modifications to the visual backend too for performance reasons but I'm only one person so my time and financial budget is restricted when it comes to do things that the devs were meant to have done before iTGB 1.0 so I just cope with the fact, drop features or switch to Unity iPhone Advanced depending on the project I'm meant to do as I own iTGB and UiA
#13
10/05/2009 (7:51 pm)
I prototype in Windows with TGB 1.7.4. Then I clear out all the DSOs and use iTGB on Mac for the final work. Hasn't been a problem thus far. :)
Associate Dave Calabrese
Cerulean Games