Pocket PC
by Al Hekal · in Torque Game Builder · 03/17/2006 (12:40 pm) · 9 replies
The Torque Game Builder looks great but can it develop
games for the pocket pc - including PALM, Windows Mobile ?
Any help would be appreciated.
games for the pocket pc - including PALM, Windows Mobile ?
Any help would be appreciated.
#2
Does this mean there is no 'export to Pocket PC' option with the Torque Game Builder?
03/17/2006 (12:49 pm)
I have lots of programming experience but limited C++. How difficult would adding this platform layer be?Does this mean there is no 'export to Pocket PC' option with the Torque Game Builder?
#3
www.microsoft.com/downloads/details.aspx?familyid=83a52af2-f524-4ec5-9155-717cbe...
03/17/2006 (12:50 pm)
If you're looking at Windows Mobile, you might be interested in the latest W.M. 5.0 SDK download, from Microsoft.www.microsoft.com/downloads/details.aspx?familyid=83a52af2-f524-4ec5-9155-717cbe...
Quote:Overview
The Windows Mobile 5.0 SDK for Pocket PC extends Visual Studio 2005 so that you can write managed and native application software targeting Windows Mobile 5.0 based Pocket PC devices.
This includes:
- Windows Mobile 5.0 based Pocket PC Device Emulator images & skin files
- Headers, Libraries, IDL files, and Managed reference assemblies
- Sample Code
- Documentation in CHM Format
- Tools, Sample Configuration files, and Test Authenticode Certificates
System Requirements
- Supported Operating Systems: Windows Server 2003 Service Pack 1; Windows XP
- Visual Studio 2005 Standard, Professional, and Team Suite Editions
- Active Sync 4.0 Developer Preview (build 4343)
#4
outside of the Visual Studio compiler. Is this possible?
03/17/2006 (1:04 pm)
Thanks but I was looking more of developing with the Game Builder,using Torque Script and stayingoutside of the Visual Studio compiler. Is this possible?
#5
It really isn't possible, unless someone has already compiled a build with the layer / SDK, and given it to you to work with.
03/17/2006 (1:07 pm)
As David said:Quote:You would have to add the platform layer to it for your intended device. Most have a C++ SDK.
It really isn't possible, unless someone has already compiled a build with the layer / SDK, and given it to you to work with.
#6
10/10/2006 (2:32 am)
Hi - did you get a resolution on this? Let me know if you did! :)
#7
10/15/2006 (2:07 pm)
Bottom line.. not built into the product.. all this talk about "adding it as a layer" blah blah is just pie in the sky thinking. Sure.. anything can be added in C++.. but that's not what the average user of this product is looking for. We just want a click and drop product to create games..
#8
10/19/2006 (8:50 pm)
I think TGB uses too much memory to run in a Windows Mobile environment. Running my simple board game in editor mode on Windows requires 64MB of memory. This is how much memory some mobile devices actually have, so you can see the issue here. If you want to build games for Windows Mobile, TGB is not currently the product for you. I have been looking into writing my own game engine for Windows Mobile and then using TGB and TGE to prototype my games before transportng my art assets and AI to the other engine.
#9
10/20/2006 (8:24 am)
@Pesto126, it may be a pie in the sky, but it is the only solution currently for creating a PocketPC title with TGB. Creating a click-and-drop application that targets every system out there is higher on the "pie in the sky" list than contracting a programmer to port it.
Associate David Montgomery-Blake
David MontgomeryBlake