Torque 3D for the iPhone
by Tyler Slabinski · in General Discussion · 11/03/2009 (10:18 pm) · 9 replies
So I decided to make my first actual project. I found that I like 3d games better, and that I may try for the cheaper App Store market. After brainstorming a few ideas, I came up with a simple fps game that should be feasible enough at my level. Though besides that, I have a few questions regarding Torque 3D for the iPhone.
1. Do I actually need Torque 3D? I remember it being for TGE, and even though TP is discontinuing their previous engines, I would prefer not to spend that kind of money on T3D until I actually can afford it.
2. How low-powered does the game need to be? I know the iPhone is (definitely) not as powerful as a computer, which makes it hard to estimate what your game needs to be like. Please be specific.
3. What are the chances of making a profit off of a game that can cover the costs of what you paid to make the game? I know that it is base on luck for the most part, but I really want to make about $10,000 to afford T3D, T2D, 3ds Max, and a new computer.
4. How much script would I need to turn into code (if I need to at all). I heard that TGB needed alot of script to code changes due to it relying on script for pretty much everything, but I do not know how this would work in TGE.
I don't mind long answers, and I know that most of them are dependent on the actual game made.
1. Do I actually need Torque 3D? I remember it being for TGE, and even though TP is discontinuing their previous engines, I would prefer not to spend that kind of money on T3D until I actually can afford it.
2. How low-powered does the game need to be? I know the iPhone is (definitely) not as powerful as a computer, which makes it hard to estimate what your game needs to be like. Please be specific.
3. What are the chances of making a profit off of a game that can cover the costs of what you paid to make the game? I know that it is base on luck for the most part, but I really want to make about $10,000 to afford T3D, T2D, 3ds Max, and a new computer.
4. How much script would I need to turn into code (if I need to at all). I heard that TGB needed alot of script to code changes due to it relying on script for pretty much everything, but I do not know how this would work in TGE.
I don't mind long answers, and I know that most of them are dependent on the actual game made.
About the author
Working on prototype.
#2
2. Mostly everything is static other than the players and the moving projectiles. Can it handle particle effects?
3. So basically, it is almost all luck.
4. I only know basic C++. Making functions, doing math, if-than-else statements, loops, etc. I don't know anything on APIs either.
11/04/2009 (4:29 pm)
1. So TGE can be used instead of T3D?2. Mostly everything is static other than the players and the moving projectiles. Can it handle particle effects?
3. So basically, it is almost all luck.
4. I only know basic C++. Making functions, doing math, if-than-else statements, loops, etc. I don't know anything on APIs either.
#3
11/04/2009 (4:53 pm)
Torque 3D for iPhone is based on TGE.
#4
EDIT: Also, does the mapping 'need' to be a power of 2? one of my first textures are way too small for 128x128, but just a little too big for 64x64
11/07/2009 (4:58 pm)
Does anyone have a good estimate of the speed it can handle? Right now I am estimating the iPhone can handle the original Half-Life at max, and I am making my game based on that assumption. But you know what happens when you assume (it makes an 'ass' out of 'u' and 'me').EDIT: Also, does the mapping 'need' to be a power of 2? one of my first textures are way too small for 128x128, but just a little too big for 64x64
#6
11/07/2009 (9:22 pm)
Dreamcast games were good because people tweaked the hell out of the code before shipping ;)
#7
You know, I've realized that when your 14, don't have any cash, and your free trials run out on all the good software? It's REALLY difficult to make a game...
11/07/2009 (9:31 pm)
Well... There goes my respect for my first console I've ever had...You know, I've realized that when your 14, don't have any cash, and your free trials run out on all the good software? It's REALLY difficult to make a game...
#8
11/09/2009 (1:07 am)
When you don't have any cash, it's difficult to do anything...developing games being the most difficult.
#9
11/09/2009 (7:32 pm)
I've noticed... Which is why I am using Gimp, Blender, TGE, and TextEdit. The problem is I can't even get a job to make enough money to buy Photoshop or Maya. It stinks too, I would only need to work 3-4 weeks.
Torque 3D Owner Ronny Bangsund
Torque Cheerleaders
2.The first few generations of devices renders as many polygons for a whole scene as some complicated PC games render for one character ;)
If your polygons aren't moving, you have 10000+. When you start needing animation, it gets a bit limited. Cheat with textures instead of mesh complexity…and you have a limited budget there too. 1024x1024 textures tops, which PVRTC can reduce to â…› or 1/16th the size in RAM.
The latest generation of devices (now sold at least 1.5 million - 1/30th of the other devices, and most likely getting a huge boost for xmas) can handle 4x the polygons and shading, plus you have an extra 128MB of RAM. That still puts you at less than 170MB tops, but perhaps the VRAM portion has also changed a little.
3.Your chances are ruled by randomness. If you make something original, you have a good chance to push up the charts. A top 100 game might make back expenses, a top 50 game might afford you one of the tools you want, and a top 25 game pays for your education :)
4.Some of it, all of it or none of it. If you're comfortable with C++, you might want to write the logic there from the beginning. I know that scripts will be more streamlined in future versions of the engines, so you won't need to even compile scripts just for testing. This lets you write scripts first, upload to the device without hassle, and replace slow parts as you discover them. No time wasted compiling and removing source files.