Windows deployment
by John Bura · in iTorque 2D · 02/06/2011 (6:34 am) · 10 replies
Im sure this has been answered here a million times but I cannot seem to find it in a search. I don't have a a mac. If I get itorque2D can I still make my games on Windows 7 and deploy them to my iPad?
Thanks :)
Thanks :)
#2
Its not realistic to plan on doing iOS development without constantly testing it on the real devices you want to support (this holds for any mobile by the way, not just iOS)
02/07/2011 (4:42 am)
But it would not run reasonably if at all.Its not realistic to plan on doing iOS development without constantly testing it on the real devices you want to support (this holds for any mobile by the way, not just iOS)
#3
That's what I thought, I wanted to clear that up because in the system requirements it said you could use windows. Maybe I should just fork over the money and buy an imac. ;)
02/07/2011 (6:19 am)
Yeah,That's what I thought, I wanted to clear that up because in the system requirements it said you could use windows. Maybe I should just fork over the money and buy an imac. ;)
#4
02/07/2011 (6:26 am)
Yea John you need an iMac, Mac Mini works pretty well, if you already have a keyboard, mouse and monitor. Other wise you may as well buy a small laptop or 22inch imac.
#5
02/07/2011 (6:32 am)
Yeah I was thinking about buying a mac mini. Although the people at the mac store say that a mac mini isn't good enough. Im sure that's a ploy to make me actually buy an imac. ;)
#6
Note that the Windows requirements are optional - it means if you *have to* use Windows, you can design the game with a computer having those minimum specs. Mich changed it only a day or two ago because people didn't know that iOS development requires a Mac. I wanted opera and flashy animations shouting it out, but he went for the quiet option :/
02/07/2011 (7:16 am)
You'll manage with a mini, but the iMac has more cores. Xcode uses them, so compilation will be a magnitude beyond the Mac mini. Mac mini = Core 2 Duo. iMac = i3/i5/i7. Oh, and there's a refresh in April. The new generation of chipsets, slight boost in CPU speeds, possibly a boost in GPUs. You might want to wait two months (and a day).Note that the Windows requirements are optional - it means if you *have to* use Windows, you can design the game with a computer having those minimum specs. Mich changed it only a day or two ago because people didn't know that iOS development requires a Mac. I wanted opera and flashy animations shouting it out, but he went for the quiet option :/
#7
02/07/2011 (7:23 am)
Yeah, I might get a mac mini later on this year, but nothing right away. Generally I like to spend as little as possible on expenses so the extra compile time will not be a problem. But if my game is the next angry birds then ill buy an imac ;)
#8
02/07/2011 (8:37 am)
Yeah, it's just a matter of picking the right animal. Annoyed Aardvarks? Bothered Beagles?
#9
02/07/2011 (5:43 pm)
John - I picked up a 2008 macbook on eBay for iOS development. It really doesn't have to be fast, as you only recompile the project in Xcode when you make source code changes, not script changes.
#10
02/07/2011 (5:47 pm)
and even then you only compile 3-10 classes, 450 of the 480 classes commonly only are compiled a single time :)
Torque Owner Kevin R