iTGB Questions
by Memory · in Torque Game Builder · 05/19/2009 (8:12 pm) · 5 replies
Hello,
I am considering purchasing the indie license for iTGB but I have a few questions first. Is a mac required to get a game from iTGB to an iPhone? Also, can anyone shed some light on the workflow for such a task as getting a game from TGB to iTGB to an iPhone. Any resources would be helpful.
-Memory
I am considering purchasing the indie license for iTGB but I have a few questions first. Is a mac required to get a game from iTGB to an iPhone? Also, can anyone shed some light on the workflow for such a task as getting a game from TGB to iTGB to an iPhone. Any resources would be helpful.
-Memory
#2
Can you be more specific, what scripts need converting and why? Do you mean that scripts that we wrote for our game on TGB need to be ported to c/c++ to even be able to compile with iTGB? It would help if you give better explanation what you meant? :)
06/05/2009 (12:22 pm)
Quote:and converting scripts to C/C++ where needed
Can you be more specific, what scripts need converting and why? Do you mean that scripts that we wrote for our game on TGB need to be ported to c/c++ to even be able to compile with iTGB? It would help if you give better explanation what you meant? :)
#3
Find performance critical parts in the code (collision detection, deep loops, etc...) and port them to c++.
Actually, you can port class by class and verify what performance improvements are gained.
06/05/2009 (1:07 pm)
It depends on the the game specifics.Find performance critical parts in the code (collision detection, deep loops, etc...) and port them to c++.
Actually, you can port class by class and verify what performance improvements are gained.
#4
06/05/2009 (5:07 pm)
Are there any tutorials that help with this, and is this absolutly necessary for simple game? I guess this would be used by big complicated games?
#5
Another optimisation would be creating objects once and keeping them just out of sight until you need them - then set their positions within the visible portion of the screen.
Yet more optimisation is to cheat wherever you can. If something does the same thing every time, perhaps you don't need physics after all. Just make a path for the object(s) involved and play that back :)
06/05/2009 (5:50 pm)
For a non-action game, you're typically not framerate-bound. You could get away with pure script for your logic then. A shooter would require more C++. Any looping calculations, especially heavier math than simple addition and multiplication, should also be ported to C/C++.Another optimisation would be creating objects once and keeping them just out of sight until you need them - then set their positions within the visible portion of the screen.
Yet more optimisation is to cheat wherever you can. If something does the same thing every time, perhaps you don't need physics after all. Just make a path for the object(s) involved and play that back :)
Torque 3D Owner Ronny Bangsund
Torque Cheerleaders
Porting involves resizing assets and converting scripts to C/C++ where needed. The iPhone also has its own texture format which saves a lot of memory at the expense of quality. The new iTGB build process can automatically convert PNGs, but you need to decide which ones to flip that switch for.