Game Development Community

iTGB 1.3 Planning

by Michael Perry · in iTorque 2D · 06/01/2009 (10:50 am) · 218 replies

The iTorque Updates Blog contains the iTGB Roadmap, which announces plans for v1.3. Here is a recap:

iTGB 1.3: The highest priority is upgrading the engine to work with the 3.0 OS and SDK for iPhones. This includes compatibility and integrating the new features.

* Compile iTGB against 3.0 SDK, with GCC 4.2
* Full motion video playback, with examples exposed to script
* Displaying pictures from device library
* Playing music from device library
* Camera access from device


In addition to 3.0 compatibility and new features, the following improvements to the base engine will be made.

* Integration of Melv May’s memory reduction code
* Significant load time reduction
* PVR for cell-based sprite sheets
* New iPhone features exposed to TorqueScript via C++ handlers
* Gesture callbacks for swipe, pinch, and zoom
* More documentation on creating optimized games, using iPhone specific features, and general reference to frameworks (engine code)
* Community member contributions
o Vibration by Dave Calabrese
o Loading and saving game data to device by Dave Calabrese
o Multi-Touch and gestures by Dave Calabrese and Justin Mosiman
* General optimizations that will increase fps

Please use this thread to post feedback about the upcoming features, or 3.0 specific functionality you might be interested in. Try not to clutter this with current bugs or 1.2 issues, which are addressed elsewhere.
#61
09/07/2009 (7:37 pm)
Yay! Cake! Or opium? :)
#62
09/08/2009 (9:18 pm)
Last minute issues that cropped up:

-PVR generation stopped working
-Optimized script generation crashes editor

These are part of the improved/simplified Project Builder GUI. Without these resolved, building a project from TGB requiring PVR generation and the script opts will not be possible. The process would become manual again.

I'm sticking around to keep working, but the person who uploads stuff will probably go home before I do. I'll see if we can push live from home, or if we have to wait until tomorrow.
#63
09/08/2009 (11:08 pm)
Solved the PVR issue. If an ImageMap is flagged for PVR compression and you have Compress Textures checked in the Project Builder GUI, the appropriate textures will be compressed to PVR format.

*Note - Images must be squared powers of 2, and are not recommended for transparent sprites of importance.

The usesPhysics property of a t2dSceneObject is now exposed to the editor, so you will not have to constantly go into script to toggle this optimization. A simple checkbox will do for now.

Two targets will remain for the Xcode solution: iTGB and iTGB_Script_Optimize. I'm leaving the one without the script optimization for backwards compatibility. Both are working beautifully.

Quite a few of these changes have driven the engine one step closer to being purely designed for iPhone development. There's more work to be done, but my eye is on this release first.

It's looking like the one thing that won't make it in this release (based on my last post of release features) is the library access from script/engine.
#64
09/08/2009 (11:53 pm)
Michael, are you saying that we might see 1.3 today or tomorrow?!

#65
09/08/2009 (11:55 pm)
I've followed what little he's revealed on IRC, and it looks likely we'll see it soon-ish :)

I'm already thinking of resources to add, since not everything will make it in.
#66
09/09/2009 (12:03 am)
Please don't hold Michael to any sort of deadline, other than it's ready "soon". He's under a lot of pressure, as are all of us at the moment, and I would hate to see anyone dissappointed with any false expectations. Just know that it is very close, and we will announce when it is ready on the website. :)
#67
09/09/2009 (12:10 am)
I know he is ready when he's ready (hence the soon-ish) :)

(And fetch the man some cake when he's done.)
#68
09/09/2009 (12:41 am)
I think the man has had enough cake... Didn't you see his wedding reception photos in the blog?

Give the man a cigar!
#69
09/09/2009 (12:58 am)
But cake is less unhealthy!

When it's out, we need to make a thread with a list of features to add (I know a few 3.0 features won't make it). I'm ready to try making a few resources when 1.3 is here, which I'd be happy to see implemented in the next release thereafter :)

There was some neat info in the OpenFeint thread which I'm going to nick for other add-on APIs.

I'm thinking a set of API bindings to TorqueScript for the usual social networks and Urban Airship would be useful, and a compiler flag to enable each. Then you just flip the flag and drop the codebase in. Similar should be done for all optional Apple kits, like StoreKit, GameKit and push notifications.
#70
09/09/2009 (1:45 am)
Someone please make a quick snap-on add-in kit for some of these things. I'd be willing to pay to get that online scoring and social networking aspect thrown into the game.
#71
09/09/2009 (9:10 am)
Facebook has a nice dev site and resources for connecting users to their FB account from iPhone. They supply all the XCode and easy to follow documentation as well.
#72
09/09/2009 (8:50 pm)
Check your accounts around 5:30 pm (PST). A .tar file, labeled Torque_2D_for_the_iPhone should be in your account. This is the 1.3 build straight from my hands.

I'll be posting details in a blog tomorrow, as well as news about the next update.
#73
09/09/2009 (9:25 pm)
WOOOOOOOOOOOO! Thanks, Michael!
#74
09/09/2009 (9:34 pm)
This is awesome. Thanks!
#75
09/09/2009 (9:58 pm)
Had a problem with the upload, but it is going up. Just a little delayed, so bare with us.
#76
09/10/2009 (1:11 am)
Wow, this is more exciting than watching the keynote today!
#77
09/10/2009 (1:34 am)
My account seems completely broken - I can't browse the forum index, but can visit forums directly. iT2D is listed in my account, but I can't download it. There's always something :(
#78
09/10/2009 (1:37 am)
I get an error also when trying to download it. says the link is broken and to try again.
#79
09/10/2009 (2:49 am)
My account is broken too. :(
#80
09/10/2009 (3:47 am)
Same thing here, broken account, broken download... seems like we need to get used to this...

Torque 2D for iPhone Beta 1_0 sends me to a broken link, also i am unable to log into forums (managed to post this by actually using the "log in to reply to this thread" feature).