Game Development Community

Xcode_iPhone_Components projects do not open...

by Lateral Punk · in iTorque 2D · 10/15/2008 (1:30 pm) · 10 replies

...Trying to open any of BehaviorShooter.xcodeproj or iPhonetest.xcodeproj or iTGB_Template.xcodeproj returns an error :

Unable to Open Project.."cannot be opened becuase it is missing its project.pbxproj file"....

anyone else?

#1
10/15/2008 (1:59 pm)
Yes, I'm getting that as well.
#2
10/16/2008 (12:02 am)
You have to open the package and copy the content from the XCode_iPhone project in.
that solved it for me.

perhaps I missed something there, which I guess is the case, because I don't see how it is possible to create a such "empty" xcode project on accident.
#3
10/16/2008 (6:43 am)
Thanks Marc,
I did that, and also had to point the resources and icon png properly too..anyways, ran the game on the iphone...it's not any faster...and it's also broken, no shooting or anything..plus I don't see any real difference...where are the behaviors being defined in the engine? exactly what is this build suppose to prove?
#4
10/16/2008 (8:07 am)
During the packaging process, we might have deleted that file on accident when removing SVN stuff.

xCode_Components is the xCode_iPhone project, with one difference. The xCode_Components project contains the C++ behaviors that were created for BehaviorShooter_components. The purpose of the project was to show an example of an optimization. It is specifically tweaked for BehaviorShooter_components.

The reason it doesn't work when you copy in XCode_iPhone .pbxproj is because the preprocs are not defined and the behavior source files are not included in that project.

This bug has been submitted, thanks for finding it.
#5
10/16/2008 (8:37 am)
Cool! As long as we are on the same page ;)
#6
10/16/2008 (1:27 pm)
Thanks Michael
Assumed that it wouldn't be the most capable solution.
#7
11/29/2008 (8:27 am)
Hi guys,

Is there any news on this?

Is it possible to get a working copy of BehaviorShooter_components now?

I really need to see how components work to test some optimisations and see if I can get something running at a semi-usable rate on the handset any time soon.

Thanks,
Phil
#8
12/03/2008 (10:53 am)
Hey everyone. Give this a shot:

ComponentProjects.zip

It's hard for for me to test this on my machines since I have multiple copies of iTGB, and I'm in the process of cleaning them out so I can package the next release.

Let me know if they load and you can compile.
#9
12/03/2008 (11:00 am)
*NOTE* - You will need to replace the files listed in the Resources section of your solution with your working TGB game (DSOs compiled, .app built, etc).
#10
12/06/2008 (4:46 pm)
Thank you very much for posting this Michael.

I've just got the components Behavior Shooter example running on my phone (3G running 2.1 firmware). For anyone else trying this, make sure you don't make the stupid mistake I did the other day, and try to load the Torque2D_components.xcodeproj project. Make sure you use the BehaviorShooter.xcodeproj one in the same directory!

Speed seems to be on average 2 to 3 times faster than the non components one.

Hovering between 15-20 fps with fewer than 10-15 ships on the screen. Dropping down to 8fps or so with lots of sprites, and 2 to 3fps with loads of sprites and the massive enemy ship (about a minute or so in). Its jittery, but much less than before.

Would be interested to know the speeds your getting on newer builds. Its a good step in the right direction!

Quick questions/issues:

1) I can't seem to run either of the Behavior Shooter examples directly from the springboard on the phone (e.g. once they're installed from a build & run). They start to load, you get the white screen flicker and then they crash back to the springboard. Any ideas?

2) I see there's lots of warning debug messages being printed to the xcode console window, even though I haven't un-commented TORQUE_DEBUG. (e.g. t2dSceneGraph::addToScene()...) Is there a way to disable this easily, just temporarily. I know their in there for a reason (& presume the issues are being worked on). But from previous experience working on other iphone code (before I found iTGB), printing to the debug console regularly can slow things down considerably. Would like to see performance without these switched on.

3) Will there be any tutorials/info on writing components when the next update is released?

4) I personally would find it easier to play Behavious Shooter on the iphone if the player ship was slightly in front of your finger, so you can see how close you are to the missiles/ships. My finger gets in the way otherwise ; )


Apologies for the long post. Keep up the great work!

Thanks,
Phil