Low performance of game created by iTGB. With real world sample!!!
by Bin LU · in iTorque 2D · 07/09/2009 (8:22 pm) · 7 replies
Actually,iTGB isn't really optimized for iPhone.
So the game created by iTGB will presents how low the iTGB performance is....
How can we improve the performance for game created by iTGB ?
Here's the evidence to proof the low performance:
http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=321395245&mt=8
So the game created by iTGB will presents how low the iTGB performance is....
How can we improve the performance for game created by iTGB ?
Here's the evidence to proof the low performance:
http://itunes.apple.com/WebObjects/MZStore.woa/wa/viewSoftware?id=321395245&mt=8
About the author
#2
Is there any tutorial for start create game in c++?
Anyway,if script is the reason caused bad performance,it means we couldn't write iPhone game in tgb scripts?
07/09/2009 (8:47 pm)
But there's any document for how to create game in pure c++.Is there any tutorial for start create game in c++?
Anyway,if script is the reason caused bad performance,it means we couldn't write iPhone game in tgb scripts?
#3
That being said. If you don't like the performance of your game, fix it. Take time to work out the kinks and remove the things you don't need to free up memory/load times/ect and customize it to what you want. That is the main reason this engine has appealed to me over others. It is an affordable price with the source code that allows it to be CUSTOMIZED.
As for the tutorials. Yes there could be more tutorials, but at the same time there is never going to be a guide that will walk you through every step of creating a perfect game. If there was, then you wouldn't need to make the game since others would have already been doing it. I think the Scripting tutorials get the job done and as for C++ tutorials there are millions out there on google. I am not a programmer and I have found my way through several difficulties due to searching and asking members. I bet it you do the same you can fix any of the issues you are having.
With all that being said.. Congrats on your release! I hope you keep working at it and turn it into something you are happy with. I think you just need to give it a little more time and in the end you will be happy.
-Ecliptic
07/09/2009 (9:38 pm)
I am confused at what your getting at... You are upset because you successfully made a game that is on the store but you are unhappy with its performance? iTGB is an engine, like many others it contains code you probably will not need but it is there for you to use in the event that you would need it.That being said. If you don't like the performance of your game, fix it. Take time to work out the kinks and remove the things you don't need to free up memory/load times/ect and customize it to what you want. That is the main reason this engine has appealed to me over others. It is an affordable price with the source code that allows it to be CUSTOMIZED.
As for the tutorials. Yes there could be more tutorials, but at the same time there is never going to be a guide that will walk you through every step of creating a perfect game. If there was, then you wouldn't need to make the game since others would have already been doing it. I think the Scripting tutorials get the job done and as for C++ tutorials there are millions out there on google. I am not a programmer and I have found my way through several difficulties due to searching and asking members. I bet it you do the same you can fix any of the issues you are having.
With all that being said.. Congrats on your release! I hope you keep working at it and turn it into something you are happy with. I think you just need to give it a little more time and in the end you will be happy.
-Ecliptic
#4
This thread has some performance tips which potentially make a huge difference. Get below the 10-second load and more.
07/09/2009 (10:44 pm)
Congratulations on a release, and condolences on the performance ;)This thread has some performance tips which potentially make a huge difference. Get below the 10-second load and more.
#5
there are thousands of tutorials on C++ on the web, additionally there are hundreds of books on C++
what you do with that knowledge about C++ is up to you, your experienced and how familiar you are with the engine in question
If you are looking for a tutorial that holds your hands while programming in torque: does not exist, thats experience and hard work, as working with any engine directly instead of just mod it (-> scripting)
07/10/2009 (12:27 am)
Quote:But there's any document for how to create game in pure c++.
Is there any tutorial for start create game in c++?
there are thousands of tutorials on C++ on the web, additionally there are hundreds of books on C++
what you do with that knowledge about C++ is up to you, your experienced and how familiar you are with the engine in question
If you are looking for a tutorial that holds your hands while programming in torque: does not exist, thats experience and hard work, as working with any engine directly instead of just mod it (-> scripting)
#6
I hope this is the last time I work with Torque.
10/11/2010 (3:29 pm)
I knw this thread is dead now, but I cant help but comment. It really SUCKS that using torque scripts causes the performance of a game to suffer so much. And having to program a game entirely in c++ completely defeats the purpose of using a game editor in the first place. Also apparently the engine uses a linear search to go through namespaces while executing script functions , which is CRIMINAL. Definitely not what you expect when you pay for an engine. I dont even want to start describing the amount of grief caused by Torque GUI.I hope this is the last time I work with Torque.
#7
10/11/2010 (5:12 pm)
@shamik - iTGB performs okay on the 3gs and up. Have you thought about just making your app compatible for those devices only?
Torque 3D Owner Marc Dreamora Schaerer
Gayasoft
The first and major step is using C++ not scripting.
The second most important step likely is to have pooling if you have a lot of creation and destruction of objects as that is a very demanding thing (especially due to the fact that iTGB is TGB 1.7.4+, not 1.1.3 without the behaviour overhead)
Also the only thing that you have proofen is that your lack of knowledge of game development is at least as large as your confidence in your knowledge