Posts Tagged ‘torque’

Early last week, I finished the prototype of my first ‘iphone-hopeful’ game, using TGB on Windows.  The game is at a point where I have to make choices based on the interaction one finds on an iPhone. i.e. I need to start testing it on the target hardware.  So, I dived in and picked up a copy of “iTorque 2D” (iT2D).

Over the next couple of weeks I’ll be blogging about my progress with my game andiT2D.

Currently, I’ve done the following:

  • Installed iT2D kit on my MBP. – Worked, no prob.
  • Ran demo game. – Worked, no prob.
  • Ran demo game in iPhone Simulator. – Worked, no prob.
  • Tried to run demo game on my provisioned iPod. – Stop!  What’s will all these error messages in the compile.

Currently, I’m stuck behind 126 errors (and uncounted warnings), when I try to compile the demo using my (previously) provisioned iPod Touch as the build target.  (Note: I’ve built several non-Torque apps for my iPod and loaded them on the hardware, so I know the provisioning is fine.)  Right now, I think the problem is that my Xcode SDK may be hosed.  The errors are all coming out of SDK files, which tells we I might have  a install problem.

The main error was something about being unable to find a header file: “<CoreServices/CoreServices.h>”, which is complete bunk.  The file exists, but for some reason isn’t found during the compile.

So, where am I at now?  I’m re-installing my dev tools from scratch and trying afresh.

These are my current specs:

  • Platform – MacBook Pro 17″; Intel Core 2 Duo; 4GB
  • OS X –  Version 10.6 (Snow Leopard)
  • iTGB Kit – T2D for iPhone rev 1.3.1 + Apple API Fix
  • iPhone SDK – Version 3.1.3 with Xcode version 3.2.1

If anyone sees a problem with the above specs or has any hints on things to avoid, please let me know.

Cheers and best of luck in your own coding endeavors,

-edo

Note: For anyone who wants to know, you can uninstall your XCode dev tools simply, easily, and completely by opening a Terminal window and typing this:

sudo /Developer/Library/uninstall-devtools –mode=all

Today, I am (officially) releasing the Torque Script Took Kit (TSTK). This kit is a collection of utility scripts (and other stuff) that I have written (and continuously improved) over the years.

I strongly encourage all Torque engine users to download this kit and to become familiar with it. I guarantee that this kit will save you hours of coding and debugging, and that it will help you write better scripints of your own.

I provide basic documentation on the kit here. However, at this time, I do not have a complete users guide for the kit. Instead, you’ll need to take a look at the kit and try some things out on your own. Don’t worry though, most of the scripts are self-explanatory in name and signature. Also, I will occasionally blog about features of the kit and give examples. To that end, let’s get the ball rolling. Let me show you a couple of my favorite TSTK features.

My Favorite TSTK Features

There are some features in TSTK that I use nearly every day, in fact I can hardly imagine writing code without them. I think, after seeing the examples below, that you will agree and start using them too.

SimSet::forEach

This first script allows you to execute any method or function on every object in a SimSet. Typically, when when you want to call a method or function on the objects in a SimSet, you write code like this:

Hello again folks.  Today seems to be a big day for posting updates.

I’ve just updated the GPGT support page.  As part of this update, I have uploaded a new chapter for GPGT.  

The new chapter talks about lighting and is applicable to TGE 1.52.  I want to thank John Kabus (Synapse Gaming) for allowing me to provide you with this information.  (Be sure to head over to John’s site and check out the cools stuff he is working on.)

Cheers,

edo