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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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#1
04/13/2009 (5:28 pm)
Woot! Those look good!

Too bad I am not getting it until I finish my iTGB project...

And first post too!
#2
04/13/2009 (5:35 pm)
Oh wow.
#3
04/13/2009 (5:53 pm)
wow..looks great!.

Wish I had a copy... looks like fun to play with!
#4
04/13/2009 (7:52 pm)
Arrggghhh too much on my plate right now... Stop showing delicious things!!
#5
04/13/2009 (7:56 pm)
I thought it was going to be a T3D Blog ;;

Such a tease...
#6
04/13/2009 (10:15 pm)
Looks great! I will have to try this out as my next project might be using a lot of similar features as a FPS. Thanks Michael for all the hard work as usual and thanks to GG for bring improvements to the IPhone engines!

Dane
#7
04/13/2009 (10:21 pm)
Good work! Can't wait to get my hands on this
#8
04/14/2009 (8:05 am)
wow, that is great work. Very cool.
#9
04/14/2009 (10:23 am)
Thanks everyone. Glad everyone is excited about it.

Just to be clear, the compliments and congratulations go to the developers (Paul Foster, Bill Hicks, Mat Valadez, etc). I just tested, packaged, and pushed it.

So far the reviews are good =)

Make sure you use the iTGE forums to post any feedback on the release.
#10
04/14/2009 (11:09 am)
Am I correct that iTGE supports same networking code and you can connect to a TGE based server?
#11
04/14/2009 (11:16 am)
@Alexander - The base networking is still intact. Right now it is working over wi-fi, but we will be providing an example for that later.
#12
04/14/2009 (4:01 pm)
Looks great, I am still looking for documentation in PDF format that I can skim through and get up and running :) Keep up the great work and I can't wait to see the documentation on how to setup my Mac.
#13
04/14/2009 (9:10 pm)
Yeeeeesssss... how different is the code from TGE? Will it be easy to port C++ code from TGE to iTGE?
#14
04/14/2009 (9:41 pm)
@Guimo - iTGE was built on top of TGE 1.5.2. This means, with the exception of custom rendering code, your TGE modifications should port quite easily.
#15
04/15/2009 (6:46 am)
Warscale for iTGE... soon :)
#16
04/15/2009 (9:16 am)
Any video?
#17
04/17/2009 (10:49 am)
TorqueX ... maybe? Sometime? Ever? *cry* ;-/
#18
04/17/2009 (9:46 pm)
beta open to people with an indy license for what product?

I am also still waiting for TorqueX update...
#19
04/17/2009 (10:57 pm)
Sorry guys. I'm only involved in Torque 3D and iTorque at the moment, not Torque X.
#20
04/18/2009 (12:32 pm)
Hi there, iTGB looks fantastic. I've bought every game built on iTGB, that I know of, just to support fellow GGrs.

Will iTGB have the ability to pause and/or save a game upon events like taking a phone call, or receiving a text message?
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