iPhone SDK released last week!

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pjcast
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iPhone SDK released last week!

Post by pjcast »

I know kind of old news, but I haven't seen any posts or discussion about the iPhone SDK. I haven't yet been able to play with it, as my Leopard Installation went to crap...

but, as someone who has used the unofficial tool chain in the past for iPhone development, I can say this is awesome!

It's free (distribution costs 99$ for developer license + 30% for commercial apps), has a Remote debugger, emulator, documentation, Core Audio, OpenGL, etc. Now, the iPhone has a nice 8GB of storage, and very good resolution, with a decent CPU speed. Though, main low RAM and other memory limitations limit the size of applications. Which probably rules an Ogre port out of the question... Plus, at least with the tool chain, there were some issues with C++ (could not handle exceptions), perhaps with official SDK this has changed (I haven't read full specs).

Anyway, iPhone is a pretty nice platform (though, Edge network kind of hurts as it is a tad slower then 3G, but supposedly battery life is longer). I like the touch screen and orientation sensors.. make for some interesting usage.

Anyone else have any experience using and/or developing for the iPhone?

Get it here!
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Game_Ender
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Post by Game_Ender »

If Ogre could run on a pocket PC's why can't it run on the iPhone? When the port was done I assume they were speced similar to what the iPhone is at now.
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Post by pjcast »

While I don't know what the PocketPC specs are, the iPhone has somewhere between 128-160MB RAM (which, I think is just virtual memory off the main flash drive (not entirely sure). There is also no swap file, so all program memory must be in RAM at once.

So, it may be possible with that amount of memory. However, a game binary, Ogre, and required libs would probably take up 10-15MBs of that... Plus, background processes running (phone, etc) would take some.

With not so many textures, meshes, and other game entities, it might be possible. But, cutting it pretty close.

Though, I think the main hurdle would be getting Ogre to compile (I know before the OS had limited C++ runtime support).. But, I think there is some flag you can pass SDK compiler to signal that C++ files should be compiled as Objective-C++ files. I wonder how easy it would be taking existing Ogre XCode project and giving it another target.. Hmm, if I had my Leopard installation handy, I'd sure as hell give it a shot :)

In regards to the PocketPC port of the past, since there were never any real apps made with it as far as I know, it is really hard to judge what is possible. Getting some simple scenes to load is a far cry from having a full game running.
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handcircus
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Post by handcircus »

I'm really enjoying playing with the iPhone SDK :) I've just been doing a first few bits with Quartz rendering (and getting the Box2D TestBed running) - http://www.handcircus.com/2008/03/12/a- ... phone-sdk/

You can mix with c++ codejust file. Just make sure that any Obj-C file that needs to import c++ headers has the extension ".mm".

Annoyingly the simulator wont let you run any OpenGL code though, so I guess we'll have to wait until apple start issuing certificates for any Ogre related fun.

Development does seem to be pretty similar to standard OSX dev though - maybe the OSX Ogre build template could be a good starting point? I'd love to do what I can to help with any iPhone port, if anyone else is thinking about it.
HandCircus Game Studio - http://www.handcircus.com - Creators of Rolando and Rolando 2
gothgod
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Post by gothgod »

@handcircus: I am thinking about it!

I will start to look into it soon but I have never done anything ogre before so I guess it will take me some time. But, how hard could it be?
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