I've initiate a tge ios project
by tanyi · in General Discussion · 05/02/2012 (5:37 am) · 9 replies
I 'm familiar with tge, so I decide to split tge into serveral part, and port it to opengl es, I hope we'll finish it in months .
#2
05/06/2012 (3:33 am)
Yes ,I'll , now we've split the dts component, we can show the static dts individually. but the animation part is a little complex
#3
05/30/2013 (6:36 am)
I have a question, will garagegames permit me to publish the iOS version of Torque (mainly ported from TGEA) ?
#4
05/30/2013 (7:25 am)
You can publish your game, but cannot share the code publicly if it is not based off of the MIT codebase. By publicly, I mean to non-licensees that do not hold the same license (in this case TGEA).
#5
05/30/2013 (6:31 pm)
ok ,thank you, does it mean that I just need to purchase some commercial version of TGEA instead of indie one.
#6
But contact licensing@garagegames.com for more information.
06/03/2013 (7:27 am)
You will need to contact licensing@garagegames.com to see if a commercial license of TGEA is available. However, you will not be able to resell/sublicense that code to anyone who does not already own TGEA. And TGEA is no longer for sale.But contact licensing@garagegames.com for more information.
#7
is there any reason to not to port your tgea ios project to toruqu 3d ?
i belief most of it's code are same just have to add ios part into t3d.
06/03/2013 (8:39 am)
@tanyi,is there any reason to not to port your tgea ios project to toruqu 3d ?
i belief most of it's code are same just have to add ios part into t3d.
#8
06/03/2013 (8:44 am)
As long as his code doesn't deal with any of the systems that were re-written from scratch (lighting system comes to mind as one of the key players), that would be viable.
#9
thanks David.
06/07/2013 (12:16 am)
@ahsan Torque 3D seems more complex, I have no extra time to port it .thanks David.
Associate David Montgomery-Blake
David MontgomeryBlake