Game Development Community

iTGB problems

by jaemcsd · in Torque Game Builder · 03/18/2009 (7:19 am) · 10 replies

On other forums I have read several time to stay away from the buggy iTGB system, but with no examples of what is wrong, other than some slow frame rates. Can someone tell me what are the 'bugs'? Are there common problems?

About the author

Recent Threads


#1
03/18/2009 (7:52 am)
Stay away from the buggy iTGB system, but use the stable iTGB instead :)

There are issues in 1.1 which have been fixed in the soon to be released 1.2 (or so Michael Perry has assured us mere mortals). There is also some fiddliness with the whole process of building+running a game, likewise fixed in 1.2.

Some people get slow framerates, others get great ones, but it doesn't seem like the engine is too slow at the moment. More tweaking is needed to get great speeds, some script is required to move into C++ instead. But it's ready to build games with.

Wait till 1.2 if you have doubts, but start testing TGB to familiarise yourself with the editor. You need to buy TGB+iTGB anyway, so make use of the trial before you take the plunge.

I don't know of any other 2D engine which makes it easier or even as easy on the iPhone, but there are some free engines out there. They're mostly APIs, not ready to run projects, without any form of builder tools or convenience classes beyond sprites and simple physics.
#2
03/18/2009 (8:44 am)
Thanks, good info. I had the TGB demo about a year ago on PC and now have it on my new MacBook. I got stuck on some of the tutorials a few times, but figured it out.

What is involved in C++ vs. scripting? Is each 'script' its own class or is there one big class that has all of them? I am a long time programmer, currently using vb.net & c# professionally, but have had very little c++. I find torqueScript to be a little clunky may just go all c++ unless it is overly tricky.
#3
03/18/2009 (11:22 am)
If you are porting logic from script to C++, it isn't so bad. You just inherit some classes (NOTE: I haven't done a lot of this lately, so information might be out of date) and make new function calls available. Math is the same. Best speedups are gained in those cases.

Anything available to script is also available in a more direct way inside, but possibly a little less convenient. TorqueScript isn't so bad - it's close enough to C/C++ and dialects, but a few additions are there. Switch statements have a switch$ variant which compares only strings, and variables are $global and %local. Pretty close to C otherwise, with classes like C++.

Porting shouldn't be too hard if you are looking at other people's script and know a little about the language. Making them C++ functions in the first place gives you even more control. You'll need to know about the datatypes for some things, though. TDN is the source here, or the docs included with the engine.
#4
03/18/2009 (1:17 pm)
The main problem people have found with iTGB is performance. Earlier versions were slow. Our first demo, BehaviorShooter at 10fps during heaviest loads.

The second iteration started hitting 15fps, peaking at 20fps (sometimes higher). The build I have and will be distributing soon, goes no lower than 20 fps and has spiked to 30fps.

Outside of that, what minor bugs have been posted have been fixed immediately. Mainly this included resolution settings being flipped or a touch input being offset.

1.2 will squash a lot of inconvenient bugs or work flow issues.
#5
03/18/2009 (3:14 pm)
We're looking forward to it. I'll start using iTGB proper when 1.2 hits our account pages :)
#6
03/19/2009 (5:45 am)
Thanks a lot guys, you rock!
#7
03/25/2009 (9:00 pm)
If you purchase ITGB 1.1, what is the cost of iTGB 1.2
#9
04/17/2009 (12:21 am)
When we can expect iTGB 1.2?
#10
04/17/2009 (10:55 pm)
In the iTGB private forums Michael Perry said it should be either Friday or Saturday, so since Friday is gone it looks like it'll be Saturday.