Game Development Community

Using Embarcadero's Rad Studio XE2 C++ builder

by Jonathann Grierson · in iTorque 2D · 11/18/2011 (3:05 pm) · 7 replies

As a longe time developer I find the hardware/software requirements to deploy an iTorque 2D application on an Apple IOS device daunting. According to what I have read I (and I hope I am wrong) I will need Micro@#$ Visual Studio 2008, 2010 etc, a Macintosh Machine, a Mac C++ compiler and a partridge in a pear tree. Is there any reason why I can't take the windows based version of the C++ code generated by iTorque 2d open these in Rad studio and compile it for the Apple IOS. Those of us using Delphi/C++ Builder can now, from a windows platform compile for Mac, IOS or Windows. I am realy loath to start investing in all the hardware and software necessary to get to the Apple IOS devices. This is really a general preliminary sales question about the iTorque 2D but I couldn't find anywhere to ask this question but here.

#1
11/18/2011 (4:06 pm)
You would only need Visual Studio, which has a free Express version, if you plan to do some of your development on a Windows machine. You can develop on a Windows machine using the editors and script, and even some source code if you keep platform agnostic.

However, in order to deploy, test and publish an iOS app you will need a compatible Mac, iOS Device, an Apple Developer account, and Xcode (included with the Apple Developer account). These requirements are dictated by Apple's licensing of the Apple iOS Developer Program.
#2
11/18/2011 (4:45 pm)
Yes I understand that I can use Micro%^& free junk but I dont want to learn a whole new IDE especially Micro&*'s just to compile some code. The short of it is that I do need a macintosh an IPAD, or IPhone etc and a bunch of other Apple stuff. Did some work for Apple many years ago and was treated horribly as a developer which left a bad taste in my mouth. With Embarcadero's Rad Studio Workbench you can compile for a wide range of OS's. Have you ever looked into this development environment? Extreemly popular in Europe and Asia, practically unknown here... says something about the mentality of state side developers. Thanks for the timely response. I own Torque 2D haven't used it yet but compiling the engine code for a windows machine has the same issue which has delayed my jumping on board with your platform to create showcase my unversal strategy engine using two offerings, namely Melee and Wizard's Duel where two playes can go head to head or play the engine. Its my intention to market the engine as a quick and powerful way to build strategy games that will provide have an awesome computer opponent withot having to spen 30 years studying AI and the mathematics of game theory. Thanks for the timely response.
#3
11/18/2011 (7:43 pm)
What happens if you run the project code in Embarcadero?
#4
11/19/2011 (9:08 am)
If you don't like to learn a new IDE then you better skip iOS, cause you will have 2 options:

1. you get to at least like XCode so you can work, opt and debug
2. or you will not go anywhere in a polished, performant way and thus not succeed on iOS normally

cause the instruments etc are a must, not a 'nice to have' for halfway performant apps
#5
11/21/2011 (12:41 pm)
Marc: You missed my most salient points one of which was and still is that I will heve enough to worry about with getting the iTorque 2D IDE, and the MAC side under control. I don't need to add learning the Idiosyncrasies of a windows side compiler especially a Microsoft one. I was also trying to subtely suggest that it might be useful for the Garage Games crew to check out the Rad Studio environment since it already compiles natively for MAC, and Apple's IOS. There may be a way to attenuate the development cycle with Garage Games leveraging off of existing Borland/Embarcadero technology.

Luis: haven't tried this I just assumed it would be a hassel. Your question is a good one will try this soon.
#6
11/21/2011 (4:07 pm)
We had to choose the environments that are commonly used in our sector and Microsoft and Apple toolsets were the most common. We also had to ensure that we followed the Apple licensing guidelines.

You are welcome to create a community-supported environment using your favored toolset.
#7
11/21/2011 (5:19 pm)
Quote:You are welcome to create a community-supported environment using your favored toolset.

Good suggestion. I never heard of Embarcadero's Rad Studio XE2 C++ builder but it might be interesting

As for Microsoft Visual Studio, the user base for Windows / C++ development is maybe 90ish %... (if not 99ish %) so that's maybe the reason it is the supported compiler by GarageGames. And there is nothing to "learn" about it really, it's basically compile and debug with 1 click.

Quote: haven't tried this I just assumed it would be a hassel.

or maybe not... I would expect it to just compile and run.