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.
#81
09/10/2009 (4:20 am)
Not sure what happened here. I'll notify the web admin immediately
#82
09/10/2009 (4:22 am)
Working now
#83
09/10/2009 (6:35 am)
Good Work ;-)
#84
09/10/2009 (9:45 am)
Forgive me for asking, but why is the new download called a beta? I understand the name change from "iTGB" to "Torque 2D for iPhone" is for branding purposes, but is "1.0 beta" the much anticipated "1.3" or will a "1.0 final" be released in the (near?) future? If so, what's missing between the beta and final?

I understand you'll be posting a blog regarding the new download, so I hope you will be able to address that.

Thanks, and please tell the team to keep up the great work!
#85
09/10/2009 (9:51 am)
Where can we find the updated docs for install and "new" info for this release. Thanks!!
#86
09/10/2009 (2:01 pm)
The link should be working now. I just downloaded it to test.

EDIT:
Also, the web errors that some users were seeing should be fixed.
#87
09/10/2009 (2:18 pm)
@BeyondtheTech - Yes the 1.0 beta is the 1.3 beta. We are trying to resolve the confusion around our products by unifying the brands and tech.

iTGB = Torque 2D for the iPhone
iTGE = Torque 3D for the iPhone

Torque 2D for the iPhone 1.0 = iTGB 1.3

I'm calling it beta right now for 3 reason:

1. I have not posted the release blog with details
2. This is the first release of the re-branded product
2. You guys haven't had a chance to fully test it and let me know if there is some kind of showstopper.

I will lift the beta tag once those three are addressed.
#88
09/10/2009 (2:19 pm)
@John - Updated official docs are still pending, but the release notes will be posted in the blog showing how the new stuff works.
#89
09/10/2009 (2:20 pm)
Thanks Michael and the GG team for the lastest iTGB release.

At work at the moment and can't try it out. Has anyone got a chance to use the new update on their games? Do you guys see a speed bump or decrease loading times?
#90
09/10/2009 (2:38 pm)
Perfect timing. I'm all geared up to start porting over to iT2D1.0B and see what kind of gains there are!
#91
09/10/2009 (2:47 pm)
@Johnny - In my own testing I noticed my loading times reduced and with a working Script_Change system my performance improved.

It still needs "heavy-lifting" testing.
#92
09/10/2009 (4:11 pm)
Will the new documentation in 1.3 contain more help for using components? I'm a beginner and the behavior shooter components example isn't helping me much.

By the way, I see that you guys are talking about possible increases in speed for this new version... I just ran the behavior shooter with the optimized script build on my Iphone. The average frame rate is 24 and the game is still lagging.

I was really hoping to use torque script only but I guess I really have to do this complicated component thing no matter what!
#93
09/10/2009 (4:14 pm)
I just got 1.3 integrated into my project, and honestly I'm not seeing any difference in terms of loading time or FPS. I had a look a the diffs for the source, and there doesn't appear to be anything changed that would significantly improve either of these. Am I missing something here?
#94
09/10/2009 (4:20 pm)
@Ryan - The docs are not updated for 1.3. I would like to get the library of component out some time, but I will not be involved in any official release after this. So, if I do any work it will be on my own time and unofficial

@David - The big change happened to ImageMaps. They should load ImageMaps that are power of 2 faster. If they are not power of 2, the conversion happens faster. Couple other tweaks, and if we can get Melv's code in without crashes that will help.
#95
09/10/2009 (4:34 pm)
I thought Melv's code was one of the big changes in 1.3. Did that get dumped? Memory optimization is kind of important to running on the iPhone.
#96
09/10/2009 (4:38 pm)
@Warthog - The integration took, and compiled, but there is a pretty nasty crash I could not resolve in time. Someone is looking at the code, but I cannot get Melv to chime in since he is pretty deep into Torque 2D development.
#97
09/10/2009 (5:17 pm)
I have a question about the imagemap optimization. If my image is a power of 2 .png file (let's say 16x16) and I drop it into the game builder but then i resize it in game builder, does the optimization still apply?

Thanks.
#98
09/10/2009 (11:19 pm)
Here's what I've found so far:
1. Still Doesn't compile with GCC 4.2
2. Doesn't contain fixes for iPhone Alert dialog boxes
3. All my images are square and power of two and I saw zero performance gains on loading levels with the changes. I did the following:
Added optimised = "1" to all my imagemap datablocks.
Manually added _LUMA_OPTIMISED_IMAGEMAP to my defines for the project (since it wasn't in the projects for itgb)

I tested everthing with debug breakpoints to make sure I was going inside the optimized section for the image maps and then restarted and timed the level loads. They were exactly, down to the second, the same as they were with 1.2

Ok the primary additions I see for this are:
1. PVR support for sprite sheets. YA!
2. Dave's multi-touch code integration.
3. Vibrate code integration.
4. setUsesPhysics exposed in the editor.
5. Bug fix for memory overwrite in mp3 audio filename
6. Something that uses another unset define named _LUMA_STATICSPRITE_SOURCERECT. Looks to be an optimization for sprites that never move??
7. Another undefined define named _LUMA_TEXT_SUPPORT that I'm not sure what it does. Breaks build if you define it though.

That's all I can see. Sprite sheet PVR support and static sprites might end up being useful.
#99
09/10/2009 (11:30 pm)
Maybe they changed all the text to read "Torque 2D for iPhone" instead of "iTGB" and "Torque Game Builder?"
#100
09/11/2009 (12:56 am)
@Bret: What exactly isn't compiling for you with GCC4.2? I'm compiling the crap out of this release, and it builds nicely with 4.2 :)

Two compiling issues I've found:
1.The desktop targets don't do 4.2 well, and the settings are set to automatically use the default, which is 4.2. No big deal, just change to the lowest OS X SDK you need and GCC 4.0.

2.Release targets are set to static linking in the iPhone project. Switch that under the Linking section to make it build properly. No idea why this ever was set to static.