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iPhone Game TGB, iTGE and Blender

by ooftish.com · in General Discussion · 03/12/2009 (6:28 pm) · 6 replies

Hi,
I am building a card board game and most of the code already written in Objective C. Now I would like to add capability of playing on internet, network or AIM from iPhone and some of the blogs message lead me to TGB and iTGB. I would like to know what are things I need to for adding Turn-based multi-player functionality to my game ?

Whether I can reuse my Objective in TGB and iTGE project or I need to rewrite in C or C++?

I have Blender 3D game assets with animation. Is it easy to port it to TGB ?

What are the softwares I need to buy from Garage Games ? (TGB 3D & iTGE).

ITGE is in pre order ? Does it mean I can not use right now?

Does anybody know any iphone games which are development from iTGE in app store?

Thanks

Ravi

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  • #1
    03/12/2009 (9:25 pm)
    Is it a 3D game, or a 2D game with 3D models?

    I don't follow iTGE closely, but believe it is soon to be finished. You might get access with the commercial licence, and the pricetag is TGE (any)+iTGE (commericial - $1000). I don't see TGE for sale in the store anymore, so I dunno how it's done.

    If you're doing a flat game with 3D models, it might be better to turn them into spritesheets (should be easy in Blender) and use iTGB (TGB is a 2D engine). iTGB requires the full source version of TGB, so the pricetag is $250+$500.

    If it's a board game, TGB is perfect for that sort of thing. Check out the trial, prototype your game in full TGB if you like it, and finish it in iTGB. The desktop and iPhone variants are very similar - same builder, just different resolutions on the target platforms. Also, you should use Apple's sound formats for any music.
    #2
    03/12/2009 (10:04 pm)
    Ronny,
    Thanks for your mail. In product demo of TGEA says it supports for iPhone. I can buy TGEA and wait for iTGE release. I have couple of 3D models, I would like to use as is.

    TGEA and iTGE are compatible ? or I need to stick with TGE and iTGE? As you mentioned earlier TGE will not be supported any more. If that is the case It did not make sense to buy TGE ..

    Please somebody can clarify on this?

    If it is not possible then I need to move back to TGB and iTGB..

    Thanks in Advance

    Ravi


    #3
    03/12/2009 (10:20 pm)
    iTGE is based on TGE, TGEA is the next engine after TGE (and T3D is hopefully coming this year).

    iTGB is ready now. All you need to do is port your current game logic to TorqueScript and/or C++ :)

    iTGB makes sense for a board/card game, anyway.
    #4
    03/13/2009 (5:54 am)
    Ronny,
    Ok. That makes sense. I have written my code in Objective C and then there is no need to port into Torque Script and/or C++.Can you please clarify on this.
    Thanks

    Ravi
    #5
    03/13/2009 (6:53 am)
    Torque is largely C++-based, with TorqueScript for game-specific logic. It's its own engine, not an ObjC engine.
    #6
    03/13/2009 (10:05 am)
    @ootfish - I'm involved in iTorque development (QA and documentation). I have also been doing some development with it on the weekends. I'll clear a few things up for you.

    The iTorque platform was added to the latest version of our engines:

    TGB 1.7.4 became iTGB
    TGE 1.5.2 became iTGE

    The original engines were written entirely in C++, and use TorqueScript for most of the game play. The iPhone platform is completely Obj-C, so that language is used quite a bit in the new iTorque engines.

    A lot of it does not have anything to do with game play, as it mostly controls rendering, input, dialogs, networking, etc.

    iTGB is the 2D engine, but it can load DTS shapes for rendering 3D inside of a 2D scene object. However, this is not recommended for performance reasons. The Indie and Commercial versions are available for purchase.

    iTGE is the 3D engine, so you can export your Blender assets to the DTS and DSQ formats. Only the Commercial version is available for purchase and usage, but I will be helping push out iTGE 1.0 for Indie use very soon.

    If your entire game is true 3D, then it sounds like you might want to consider iTGE. If it was written completely in Obj-C, then you would have convert most of it to TorqueScript or C++. Alternatively, you can restructure your current code to be exposed to TorqueScript. This would consist of separating game play logic from game objects. Your game objects would become Torque objects, and the game play would be included as controllers.

    Does that answers most of your questions?