ITGE Indie License Pre-order



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 ITGE Indie License Pre-order


Products
ITGE Indie License  $500.00 USD
ITGE Indie License
- Limit 200 per customer.
- Purchase requires ownership of Torque Game Engine 1.5 - INDIE License.
ITGE Indie License Additional Title  $100.00 USD
Torque Game Engine for iPhone (iTGE)
- Limit 1000 per customer.
- Purchase requires ownership of ITGE Indie License.

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This product is NOT CURRENTLY AVAILABLE FOR DOWNLOAD. By purchasing an iTGB Indie license now, you have a guaranteed price for the license. GarageGames may increase the license fee for this product when it reaches version 1.0. If you need to work with iTGB now, you must purchase a Commercial License for the current version download. By purchasing this license now, you are entitled to any updates or bugfixes to iTGB through 1.x.

Below are version notes for the current version for your information. THERE IS NO DOWNLOAD CURRENTLY ASSOCIATED WITH THIS PRODUCT. There will be a download available when iTGB reaches version 1.0. We expect to be updating this weekly.
Quote:


iTGE 0.7 (ref .zip of repo from 9/2/08 1:04 PM)

Nearly all TGE's rendering has been both implemented and tested. There remain a number of yet to be implemented items as well as items that have been implemented, but not yet tested. Any feedback on the latter would be great.

Setup

A Mac xcode project can be set up in the same folder as the iPhone xcode project, to allow running the same code on the Mac for reference and to compile the scripts. The iPhone simulator can be run from a local dedicated Mac Torque server, so the remote Torque debugger or Console is available for debugging, along with the xcode debugger. It hasn't been tested yet, but I'm assuming the hardware can be run in the same way.

As it is for iTGB, the screenshot and other development support tools (creator and show stuff) will not be implemented on the iPhone build and will be actively #if'd out in order to get the memory footprint down as much as possible.

The starter.racing, starter.fps, and demo all 'work'...that is, they run and virtually all the features are working (except terrain texture blending). The scripts need more modification to allow the touchscreen interface to do things like access options and other key-mapped inputs.

Not yet implemented

* Low level stuff
o Fix glColor to handle colors in and out of begin/end and other unsupported opengl states.
o Fix terrain texture blending, create workaround for only 2 texture units.
o OpenAL sounds (TGB implementation should drop in).
* iPhone specific features
o Accelerometer mapping to 3-axis joystick.
o Pop-up keyboard for text entry.
o Screen auto rotation.
* Optimization
o Optimize frame rate -- tune opengl-es stuff and framebuffer handling.
o Optimize engine size -- strip editing/offline non-game code from build.
o Verify multiplayer online gameplay, currently runs single player from local server.
* Theora
* QuadBatch - looks unused
* PopUpMenu
* ExecuteThread - Single threaded only at the moment
* VectorField - looks unused
* guiEffectCanvas - looks unused
* Net code - working in iTGE
* Screenshots - no screenshots from iPhone, won't be implemented
* GUICanvas backRender/frontRender - looks unused, implemented in iTGE if needed
* Screen AutoRotation - Apple specific new code


Inputs are fully mapped

* Accelerometer
* Gesture recognition
* Touchscreen buttons


Known issues

* Apple "optimizes" PNG files as a build step in Xcode, TGX png decoder has problems with some compressed PNGs. This can be ignored (there is a work around in place), disabled (change settings in your Xcode build) or assets can be put into a zip file to avoid this.
* Framerate slowed by script calculations thrashing CPU cache
* Framerate slowed by image size, should resize images for 480x320 resolution
* Framerate slowed by dynamic casting
* Documentation lacking
* Script Files and Fonts must be pre-compiled on Mac or PC (this is to comply with Apple's SDK EULA, no scripts compiled at runtime)
* Theora and Ogg/Vorbis not supported
* OpenAL use wav files only





Features

This product is based on Torque Game Engine and supports nearly all the same features for developing games.


System Requirements

MAC OSX

Minimum
G4
512 MB RAM
MAC OSX 10.3
nVidia or ATI accelerated 3D video card
Compiler: we recommend XCode. Other compilers work, but are unsupported by GarageGames.


Recommended
G4, G5 or Intel Mac
1 GB RAM
MAC OSX 10.4+
nVidia or ATI accelerated 3D video card

Deploys to: iPhone / iPhone 3G / iPod Touch


About GarageGames

 GarageGames
GarageGames mission is to change the way games are made and played. GarageGames provides the technology, community and market to empower game makers to build commercial quality multiplatform games. Known for bringing the Torque Game Engine to independent developers for $100, GarageGames is located in Eugene, Oregon and on the web at www.garagegames.com.


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Product Support

In order to provide the best possible support and in keeping with the indie gaming culture, support for your product is provided by the actual developer that created it. GarageGames provides the tools, such as the forums and bug tracking systems to assist the developer in processing your support requests.

If you are having problems with this product please contact GarageGames directly via this support mail system. Submit a Support Request