Game Development Community

Question about developing for iOS

by Asura · in Torque Game Builder · 07/19/2011 (1:09 am) · 6 replies

Hi all,

I downloaded the TGB demo a little earlier today, and from what I've seen so far, I'm very impressed by the tools; I just have a question.

I'm intending to develop for iOS, however, naturally I want to try out the toolset before I pay for the specific iPhone toolset, so basically I just want to ask, is there much difference between the workflow for the two tools? Specifically, if I learn to use the TGB trial version, should I expect to transition onto the iOS TGB toolset quickly and smoothly? Are there any common pitfalls I should be aware of in this approach?

Also, currently I'm using the Windows platform - I assume the Torque iOS software requires a machine running Mac OS to run, compile and deploy?

#1
07/19/2011 (6:31 pm)
I believe so, that there is no real massive change. The only differences that come to mind are the use of level datablocks and usesPhysics in iTGB. UsesPhysics being a bool, that you must set to true if you want that object to move with any velocity.

And yes, I believe you need a Mac to use XCode, needed to deploy to iTunes.
#2
07/20/2011 (3:14 am)
But I don't understand; if you have to use XCode, then can you use TorqueScript to code your application, like the scripting used in these videos?

http://t2dtutorials.com/videos/6

I'm using those tutorials as my "jump-in" point so I'd hate to find out several months down the line that I need to switch to a different language.
#3
07/20/2011 (8:08 am)
As far as I know, all products share Torque Script as their scripting language. iT2D may differ in the way particular features are used, but in general it will always be the same TS. That's for good news.

Bad news is that with scripting alone you'll only be able to create simpliest games. C++ is always involved somehow, and there is also mentioning of Objective C for iT2D (see Products page). Not necessarily you will need to know these languages right off or even soon, nor you'll be able to avoid 'real' programming completely.
#4
07/20/2011 (8:41 am)
You use Torque Script and Torque. THe staff have made it so that the iTorque engine is able to plug right into XCode. You do not NEED to know any other language. But it can't hurt. Overall tho, you are safe with only knowing TorqueScript.
#5
07/21/2011 (2:05 am)
That's not entirely correct. TGB contains some severe... blank spots let's call em... and iTGB shares large portion of it's code so, as I said, C++ is always involved. Actually, with TGB 1.7.5, even some tutorials may require engine fixing and rebulding...
#6
07/21/2011 (7:24 am)
TorqueScript is designed to contain game logic. There are two reasons to use C++ and one main reason for using Objective-C:

C++
1. If you are having performance problems, you can move TorqueScript logic into C++ to gain a boost to FPS
2. You wish to extend the base features of iT2D, like adding a new class, connecting a 3rd party library, implementing new features to an existing class, etc

Objective-C
1. You wish to extend the iOS features, like implementing iAd support

As for work flow, rennie is mostly right. The tools are very similar. You need to learn how to use the level datablocks system and manually manage certain sub-systems. Examples include manually toggling physics and touch events on a per-object basis.

The big change is that Xcode plays a much bigger role with iTorque 2D. Your deployment and important debugging happens in Xcode, so you will need to become very familiar with it.