iTGE + Apple App Store
by Johnathon · in General Discussion · 04/17/2009 (11:09 pm) · 13 replies
I tried doing a search and could not find the answer to my question I was looking for.
It's pretty simple, and I'm hoping someone at Garage Games can answer this one for me.
I already own a license to the TGE and I'm seriously considering a iTGE license purchase, but before I shell out an additional $500 for the license I would like to know if the finished product will be accepted by Apple?
I'm trying to decide between the Unity Engine and the iTGE engine, and having used TGE in the past, I would prefer to stick with a Garage Games product. However Unity states on their website that any app developed within it's engine will be accepted in the Apple App Store... Does this ring true for the iTGE & iTGB as well? If so, perfect, get me signed up! =D
Thanks in advance for the answers I'm looking for.
-Johnathon
It's pretty simple, and I'm hoping someone at Garage Games can answer this one for me.
I already own a license to the TGE and I'm seriously considering a iTGE license purchase, but before I shell out an additional $500 for the license I would like to know if the finished product will be accepted by Apple?
I'm trying to decide between the Unity Engine and the iTGE engine, and having used TGE in the past, I would prefer to stick with a Garage Games product. However Unity states on their website that any app developed within it's engine will be accepted in the Apple App Store... Does this ring true for the iTGE & iTGB as well? If so, perfect, get me signed up! =D
Thanks in advance for the answers I'm looking for.
-Johnathon
#2
04/24/2009 (10:42 pm)
Perfect, thanks for the replies. Is there anything I need to consider while building a game using the windows based TGE, that I want to port to the iTGE toolchain when the games development is completed?
#3
04/25/2009 (11:15 am)
i'm interested in this topic as well. i'm taking a TGB class in school and considered using iTGE instead of buying a mac. right now i'm leaning towards mac mini because of all the new API's coming out with Mac osX v3.0 for iphone in june.
#4
04/25/2009 (11:20 am)
Actually if you are a registered iPhone developer and have paid the $100 for the iPhone developer program at Apple, then you can use the iPhone SDK 3.0 and have access to the iPhone OS 3.0 beta 3 for your iPhone/iPod Touch right now without waiting for the official release.
#5
04/25/2009 (11:23 am)
yeah, that's why i'm leaning towards buying a mac mini by the end of the semester. i already registered with them to get started on the vids.
#6
Also, some people have ran dual boot setups of Mac OS X 10.5.5 (Leopard) on a standard PC with Vista instead of purchasing a Mac. I have not tried this, but there is documentation available on how to do it if you look a little on Google.
04/25/2009 (11:36 am)
All new Macs come with something called Boot Camp which allows you to install Windows Vista as a dual boot option on the Mac. It is not emulated, but actually installed and ran like it was on a normal PC thanks to the Macs now having Intel Core Duo processors. I plan to work on my projects using the TGE and release it cross platform on Windows/Mac/iPhone/iPod Touch using this setup.Also, some people have ran dual boot setups of Mac OS X 10.5.5 (Leopard) on a standard PC with Vista instead of purchasing a Mac. I have not tried this, but there is documentation available on how to do it if you look a little on Google.
#7
@Johnathon - Don't bother with OSX86 if you value your sanity. It sort of works, but it is not as good as the real thing. There are all sorts of device driver and other stability issues that simply don't exist when Mac OS X is running on Apple hardware.
04/25/2009 (11:54 am)
@Eddie - If you're thinking of "using iTGE instead of buying a Mac," think again. It's not either/or. You need both, because iTGE requires a Mac.@Johnathon - Don't bother with OSX86 if you value your sanity. It sort of works, but it is not as good as the real thing. There are all sorts of device driver and other stability issues that simply don't exist when Mac OS X is running on Apple hardware.
#8
I figured there would be problems with it, thats why i plan to dual boot Vista/Leopard on a Mac box using Apples Boot Camp. Worst case i use my Vista machine to run Vista, but it doesnt hurt to try.
I'm also not sure bout the legalities of OSX86, so another reason I chose not to run it atm
04/25/2009 (12:23 pm)
@ShermanI figured there would be problems with it, thats why i plan to dual boot Vista/Leopard on a Mac box using Apples Boot Camp. Worst case i use my Vista machine to run Vista, but it doesnt hurt to try.
I'm also not sure bout the legalities of OSX86, so another reason I chose not to run it atm
#9
does anyone know if iTGE will support all the new API's?
i have a book for obj-c and coca to start working through after finals.
yeah, i'd googled that OSX86 some time back and decided it wasn't for me.
04/25/2009 (12:28 pm)
@sherman - ah, ok i didn't realize that. i'm using TGB 2d for PC at the moment and just assumed iTGE would work on PC and somehow magically export games for iphone lol. does anyone know if iTGE will support all the new API's?
i have a book for obj-c and coca to start working through after finals.
yeah, i'd googled that OSX86 some time back and decided it wasn't for me.
#10
04/25/2009 (12:35 pm)
If I understand it correctly, you can build your entire TGB game on your PC and when you are done, buy yer Mac & iTGB, move the completed project to you Mac & iTGB, optomize and publish. Someone correct me if I'm wrong
#11
Learn how to do the new things in CocoaTouch in case you need to add something before GG implement it, and how to create new TorqueScript functions to expose the new features.
Developing on a Hackintosh isn't quite kosher. It can run OK in your daily work, but I've seen odd things stop working. Common ones are USB/Firewire drives, strangest are parts of the Xcode SDK not compiling stable code. Get a real Mac :)
04/25/2009 (12:44 pm)
All the new APIs (which do not number 1000+, by the way ;) are not necessarily something you need to care about for games (push, Bluetooth). They've mentioned they're looking at 3.0 compatibility for now - the current beta state of iPhone OS 3.0 means not everything works anyway, including some of the built-in apps on the OS.Learn how to do the new things in CocoaTouch in case you need to add something before GG implement it, and how to create new TorqueScript functions to expose the new features.
Developing on a Hackintosh isn't quite kosher. It can run OK in your daily work, but I've seen odd things stop working. Common ones are USB/Firewire drives, strangest are parts of the Xcode SDK not compiling stable code. Get a real Mac :)
#12
04/29/2009 (8:01 am)
Definitely take Ronnie's advice on getting a legitimate Mac if you want to seriously develop for the iPhone sector. I got the iPhone SDK to work on my G5, but it is not what I would call stable enough to bank supporting a product. Neither would a Hackintosh from my experience.
#13
This isnt a post to convince you either/or, but i wanted you to know the facts.. If your fake mac is built with similar hardware to a real mac pro it will most likely function like a real mac pro.
The worst part is i cant jst update everything when its available.. i have to research if its safe, and every once in a while my system gets borked and time machine saves me.
If you can afford a real mac pro get one.. or if you think an imac is good enough for you get it.. but sadly i fall in the middle.
05/03/2009 (6:20 pm)
FYI i use a hackintosh for my fulltime developement and use TGB(new user) and unity3d as well as almost every other commercial app related to what i do.. reason for not buying a real mac was, at the time i did not have enough to get one as powerful as what i needed. Sure its not as nice as a real mac in ragards to updating etc, but everything i do on it works the same as my real macpro i use at work.This isnt a post to convince you either/or, but i wanted you to know the facts.. If your fake mac is built with similar hardware to a real mac pro it will most likely function like a real mac pro.
The worst part is i cant jst update everything when its available.. i have to research if its safe, and every once in a while my system gets borked and time machine saves me.
If you can afford a real mac pro get one.. or if you think an imac is good enough for you get it.. but sadly i fall in the middle.
Torque 3D Owner Brett Seyler
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