Torque for iPhone?
by Jon Lorber · in General Discussion · 12/27/2009 (11:34 pm) · 1 replies
Can someone give me a quick workflow synopsis for TGB iPhone development?
I have Torque 2D on the PC.
I have a Mac Laptop and the iPhone SDK.
I need to buy the $650 iPhone upgrade still.
Basically my question is - do I develop in Torque 2D then somehow use the mac and SDK to compile it?
I have Torque 2D on the PC.
I have a Mac Laptop and the iPhone SDK.
I need to buy the $650 iPhone upgrade still.
Basically my question is - do I develop in Torque 2D then somehow use the mac and SDK to compile it?
About the author
Torque 3D Owner Ronny Bangsund
Torque Cheerleaders
Getting it on a device requires either using the built-in export (which compiles scripts, generates a new source project and allows you to run that in the simulator or open in Xcode) or opening the regular source project, dropping references to your script folders and compiling for simulator or device.
I tend to ignore the simulator, since it doesn't emulate speed, memory, bugs or OpenGL capabilities (and GL ES limitations) of an actual device. It's a lengthier work flow, since you need to compile and sign source for the device, but you are using the familiar Torque tools to actually design as usual.