Game Development Community

Can the Open Source Torque2D be used in iOS

by Jason Phillips · in Torque 2D Beginner · 07/31/2013 (1:51 pm) · 12 replies

At this point in time there is the new super rocking open source Torque2D and the now dead on the vine iTorque2D. I own a license to iTorque2D (and TGEA too FWIW) but never really used either and am therefore very unfamiliar with the engine currently. I am interested (now that you are open source) in trying to use the engine again and my desire is to primarily run on Android, secondarily iOS and finally on the desktops. I LOVE the desktop feature for development though, but really only care about mobile for publishing. If I start right now, can I run the MIT licensed Torque2D on an iOS device? If so, how? If not, is that feature coming sooner than Android? I ask this since I have read the blog with the 3.0 timeline and can see that Android is in the works, however, I really cannot find anything about using it on iOS.

About the author

Professional developer 20+ years. Mobile Game developer hobbyist.


#2
07/31/2013 (3:06 pm)
@Jay : iOS deployment was integrated directly into T2D MIT from day 1. Android support will be available to the public for testing and tweaking this fall.

Remember that the T2D MIT does not currently feature the editors featured in Torque Game Builder as it operates under a new architecture.

I am unfortunately based on Windows/Android and have little knowledge of iOS development but here's what I know.

- You need to develop iOS projects using Xcode on an OSX computer.

- You do not need to make additional modifications to your game for it to run on iOS (except obviously limiting input methods to touch). A project developed on PC or OSX will be exactly the same, script-wise, except for the compiled executable. Of course, you might want to integrate iOS-specific features for the appstore, make sure your device is optimized for known device resolutions, etc.

Maybe other iOS developers can chime in and help you out with this.
#3
07/31/2013 (4:41 pm)
Adding to what Simon says (pun intended), you need to develop iOS projects on an OSX computer because of Apple's terms of usage, it is illegal to compile iOS projects on anything except an Apple device (for some reason lol)
#4
07/31/2013 (5:11 pm)
Thanks for the response. Ill keep digging. I assume somewhere there are some docs on the iOS compile.
#5
07/31/2013 (9:14 pm)
No, I don't believe there are docs for working with iOS yet. It's certainly something to add to the to-do list though.

There have been a few posts here recently that detail some of the steps though:
www.garagegames.com/community/forums/viewthread/134362
www.garagegames.com/community/forums/viewthread/134649
#6
08/01/2013 (6:21 am)
Thanks Mike, that is what I was looking for. Not sure why I didn't find that previously.
#7
08/01/2013 (6:32 am)
Probably because the site's search feature really stinks.

I'm surprised that Mich hasn't chimed in on this one yet....
#8
08/01/2013 (6:49 am)
If he does, I'd suggest that the info provided in the above threads be included in github.com/GarageGames/Torque2D/wiki/Getting-Started-Guide or at least a link to the thread from the article for the time being.
#9
08/01/2013 (6:49 am)
You guys covered the information well. Not much I can chime in on...maybe provide the simplest instructions?

1. Edit your game. Highly recommend you create or edit files in the "modules" folder.

2. Open engine/compilers/Xcode_iOS/Torque2D.xcodeproj

3. Make any changes you want to the target, such as name, icon, etc.

4. Build and run.

That's basically it. Out of the box, the provided Xcode project's resources consist of the root main.cs and all the files in the "modules" directory. If you want to add files outside of the "modules" directory or rename it, you will need to update the resources in that Xcode_iOS project.

Quite simple.
#10
08/01/2013 (6:52 am)
Awesome guys - thanks! I can't wait to get started.
#11
08/09/2013 (10:40 am)
I don't know if just me but I always have issues with the simulator not loading the newest version of whatever I'm working on. This isn't exclusive to torque it seems like I have to constantly reset the simulator in order to get it to work and that doesn't always fix it.

I really should look into this but anyway my point is if you're working with the simulator you can compile the engine and then go to the folder where the app is and make changes directly without working with Xcodes anymore. I think it's a lot faster than using xcodes to push the changes through. Just remember to move stuff to there and not work directly in the app folder or you might lose changes you made.
#12
08/09/2013 (12:04 pm)
Well, that's just Apple's way of telling you that that's how you like developing software....

You do like developing software that way ... don't you?