Best way to handle multiple projects?
by Daryll Todd · in iTorque 2D · 03/13/2009 (6:12 pm) · 13 replies
Whats the best way to handle multiple projects in iTGB?
Ive tried having complete separate copies per game, but image maps etc seem to still leak between them..
Ive tried having complete separate copies per game, but image maps etc seem to still leak between them..
#2
This was a freshly unzipped copy of iTGB though, nothing copied from the previous project.
03/14/2009 (1:26 am)
Ok thanks, ill have a look at that.This was a freshly unzipped copy of iTGB though, nothing copied from the previous project.
#3
03/14/2009 (1:37 am)
When you open the iphone project, it will in that case link the resources from the behavior shooter commonly.
#4
No matter which copy i open, the image maps listed are the same, and if I add any when in the new project, they are copied to the original projects images folder, rather than the new..
03/17/2009 (5:04 am)
Just tried changing the linking in the XCode project, hasnt made any difference in the editor.No matter which copy i open, the image maps listed are the same, and if I add any when in the new project, they are copied to the original projects images folder, rather than the new..
#5
Ive been working in windows for the time being as I cant figure out how to have more than one iTGB project on the mac..
The xcode project is fine, if i copy my game folder from windows to the mac and build to the phone it works.
The problem is with iTGB itself, when I try and open the 2nd project it just opens the first.
03/27/2009 (2:57 pm)
Can anyone shed any light on this?Ive been working in windows for the time being as I cant figure out how to have more than one iTGB project on the mac..
The xcode project is fine, if i copy my game folder from windows to the mac and build to the phone it works.
The problem is with iTGB itself, when I try and open the 2nd project it just opens the first.
#6
03/27/2009 (8:52 pm)
Strange behavior for iTGB to exhibit. Can't say I've experienced it myself. I also have multiple projects sitting in my computer, but they're behaved little children, and keep to their own directories .. . If you're certain that it's not your Xcode project, then try looking into the suspect game\data\images directory and see if you have duplicate copies distributed among your T2D project directories.
#7
The images get copied into the original projects images folder once I open iTGB, if I delete them and reopen, there they are again..
Do you have multiple projects on the mac?
Ive got a few in windows and it behaves well, the mac just doesnt seem to like it. At least im able to carry on in windows and am just copying to the mac whenever I need to push to the device, not ideal but its not holding me up.
03/30/2009 (7:51 am)
It does seem strange, still no further with it.The images get copied into the original projects images folder once I open iTGB, if I delete them and reopen, there they are again..
Do you have multiple projects on the mac?
Ive got a few in windows and it behaves well, the mac just doesnt seem to like it. At least im able to carry on in windows and am just copying to the mac whenever I need to push to the device, not ideal but its not holding me up.
#8
04/03/2009 (10:56 am)
You know, with the huge mess that is certificates, profiles, keys, etc... I'd just set up one working xcode project, then change its resources / app name when you want a new project. That's inconvenient if you want to work on multiple games in parallel, but probably the safest bet if you're doing one at a time.
#9
At the minute I am working on both but luckily the 2 machine approach is getting me by.
04/03/2009 (12:58 pm)
Yeah your probably right, in furture i might try that.At the minute I am working on both but luckily the 2 machine approach is getting me by.
#10
I've implemented a new feature in the TGB Editor that will modify an Xcode project to automatically load your game, it's DSOs (auto-compiled), and its assets in the Resources section. Now, here's the decision:
Would you like to have a master Xcode project: the stock Xcode_iPhone project. Or would you rather have a unique Xcode project (source and all) for each game you are making? I am heavily leaning toward the first option, as it is easier to manage, already finished, and generally how most Torque projects are run.
I know there are benefits to having a unique Xcode project per game, but I think the new functionality pretty much screams "1 Xcode Project To Rule Them All". What are your thoughts?
04/09/2009 (1:11 am)
While we are on this subject. I'm putting the final touches on iTGB 1.2 (hoping hoping hoping for a release in the next 7 days)I've implemented a new feature in the TGB Editor that will modify an Xcode project to automatically load your game, it's DSOs (auto-compiled), and its assets in the Resources section. Now, here's the decision:
Would you like to have a master Xcode project: the stock Xcode_iPhone project. Or would you rather have a unique Xcode project (source and all) for each game you are making? I am heavily leaning toward the first option, as it is easier to manage, already finished, and generally how most Torque projects are run.
I know there are benefits to having a unique Xcode project per game, but I think the new functionality pretty much screams "1 Xcode Project To Rule Them All". What are your thoughts?
#11
if I need to add / Modify game specific stuff I can clone the sources at any time.
04/09/2009 (1:26 am)
First oneif I need to add / Modify game specific stuff I can clone the sources at any time.
#12
04/09/2009 (9:52 am)
I prefer 1 to rule them all as well.
#13
The next 7 days eh? Ill keep my fingers crossed!
04/09/2009 (11:36 am)
One to rule them all sounds like it could work well with that new editor feature :) The next 7 days eh? Ill keep my fingers crossed!
#14
P.S. Michael, does onUpdate still puts iTGB to a crawl? And is script-to-code still a necessity?
04/10/2009 (2:06 am)
One to rule them all as well, looks like I'm using iTGB again in seven days, hopefully :)P.S. Michael, does onUpdate still puts iTGB to a crawl? And is script-to-code still a necessity?
Torque 3D Owner Marc Dreamora Schaerer
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