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iTGE Beta 2 Update

by Michael Perry · 04/13/2009 (4:46 pm) · 27 comments

68.233.5.139/~transfer/iTorque/PortraitGameplay.jpgHello everyone. With GDC come and gone, things are back to normal: hectic. The focus lately has definitely been on Torque 3D, but we still have dedicated workers on iTorque. Just before GDC, we opened up the iTGE Beta to owners of an Indie license.

Through user feedback, we have released a new version of the build (Beta 2). You can now go to your account and download the .zip file. It is a Mac only distribution.

Improvements:
* A Build and Go Xcode project ( without any modification on files/path ) that runs on iPhone and the simulator
* A Build and Go Xcode project that compiles Mac binary
* Prebuilt binary able to compile .dso files directly on Mac
* Working Audio (wav)
* PVR Compression
* Dynamic orientation support, landscape and portrait
* Terrain improvements
* Working sample FPS project design specifically for iPhone deployment

Sample Game Features:
* FPS genre
* Full TGE Player attributes: Player controled, AI, collision, health, animation, etc
* DTS and dif support
* Multi-touch and accelerometer input examples
* Auto-correct orientation for landscape and portrait
* Sample GUIs for menu system, game HUD, and simple on screen joysticks for player aiming, movement, jumping, and shooting
* Physics enabled
* Pre-compiled DSOs and mission lighting files
* Ready to go from Xcode project

Known Issues:
* Auto-correct orientation does not work in the Simulator
* You must manually compile the DSOs and ML files using the prebuilt binary before project will run on device/simulator
* Need more detailed documentation
* On screen cursor in sample game is disabled

Future Plans:
* MP3 Support
* General optimization and performance improvements, specifically for environmental objects such as terrains, skies, and precipitation
* Networked game example
* iPhone 3.0 SDK compatibility
* Updated documentation for API and getting started tutorials

For those of you checking out the new build, please post your feedback, suggestions, and problems in the iTGE Beta 3 thread. The feedback we gather there will go into the next release (either Beta 3 or full 1.0).

68.233.5.139/~transfer/iTorque/Loading.jpg68.233.5.139/~transfer/iTorque/MainMenu.jpg


68.233.5.139/~transfer/iTorque/Landscape.jpg
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#21
04/18/2009 (12:43 pm)
I am looking to hire a programmer for an iTGB project, please check out my post in the job forum. I am new to this game dev community (and to game dev in general) but I like what I am seeing so far ;-D Hope shameless self plugs are ok here, if not let me know.
#22
04/18/2009 (3:26 pm)
T3D next week?
#23
04/20/2009 (11:08 am)
I know in Unity3D you have the ability to preview on the iphone connected to the mac with accelerometer inputs. Will ITGB/E have the same features?
#24
04/20/2009 (11:23 am)
@Shannon: Unity doesn't actually preview on the device, they stream video frames from the simulator to the device and provide input on the simulator using the accelerometer. This isn't any kind of indication of performance on the actual device. It makes for cool video demos of Unity, but if you're developing a game, you're really going to want to get it on your device for testing.

The next rev. of iTGB will have a deploy-to-simulator from the editor feature. The flow from simulator to device is still through xCode. There aren't any real good ways around this. That's the way Apple designed it.
#25
04/21/2009 (12:28 pm)
Wow iTGE look anwsome !
I have a question :
what is the constraints (triangles/textures size)for model and map to make a fps with your engine ?
#26
04/22/2009 (8:37 am)
so if I buy a license for iTGE now I can participate in the beta? I already have TGE
#27
04/22/2009 (11:08 am)
@Jeff: Yes, all licensees of iTGE receive automatic access to the beta.
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