iPad Development Thread

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TechWiz
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Re: iPad Development Thread

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Zarel wrote: Look up "you" in a dictionary: http://dictionary.reference.com/browse/you

It can be a second-person plural pronoun as well. (e.g. "you guys")
My Latin teacher would be so pissed if he read this XD
Zarel wrote: Actually, in the United States, it's life of the author plus 70 years.
So... who wants to do some hunting? lol
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lav_coyote25
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Re: iPad Development Thread

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seeing as you started this... you do it. let us know how it turns out.
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Re: iPad Development Thread

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lav_coyote25 wrote:seeing as you started this... you do it. let us know how it turns out.
ouch thanks for the support lol
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lav_coyote25
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Re: iPad Development Thread

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i do support you, thing is , i dont have an iphone. and i dont code. so have at the coding . :3 :)
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Re: iPad Development Thread

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http://www.mail-archive.com/r-help@r-pr ... 98043.html is funny. It says that you might have a few more problems porting Warzone than just the Appstore.

a. "Applications must be originally written in Objective-C, C, C++, or JavaScript as executed by the iPhone OS WebKit engine" - we use some flex/bison stuff.

b. "No interpreted code may be downloaded or used in an Application except for code that is interpreted and run by Apple's Documented APIs and built-in interpreter(s)." - we use a custom scripting language for AIs, if you remove that all that's left is all-human multiplayer.
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Zarel
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Re: iPad Development Thread

Post by Zarel »

iirc, we just use Flex/Bison for parsing commandline input, so they can easily be dropped for an iOS port.
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Re: iPad Development Thread

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Zarel wrote:iirc, we just use Flex/Bison for parsing commandline input
That uses popt (2.3) or custom routines (trunk).

Flex/bison are used for the scripting language, about all resource loading, and some chat stuff, I think the AI commands. Ok, when you scrap the scripts, the first and last are gone, but without textures and stuff the game will be quite boring.
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Re: iPad Development Thread

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I'd been waiting for someone to point out the obvious ToS violation associated with script interpretation. Indeed, not only do we interpret AI scripts (which a case could be made for) these scripts are user-accessible, in that someone can change the scripts we load/use on the fly.

While I suspect most iGames with any sort of AI use scripts of some description I doubt that any of them make this scripting information public and allow users to change them.

Polemically yours, Freddie.
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Re: iPad Development Thread

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EvilGuru wrote:I'd been waiting for someone to point out the obvious ToS violation associated with script interpretation. Indeed, not only do we interpret AI scripts (which a case could be made for) these scripts are user-accessible, in that someone can change the scripts we load/use on the fly.
If that was the case then there would be plenty of stuff banned from the App Store... Also we could make the scripts editable by including some sort of Script editor and sharing setup (there are quite a few apps on the store that have these features)
EvilGuru wrote:While I suspect most iGames with any sort of AI use scripts of some description I doubt that any of them make this scripting information public and allow users to change them.
The scripts for AI might be written in some form of C... Which is another alternative but idk how that would work. I'll leave that to who ever is in charge of AI scripting.
cybersphinx wrote:http://www.mail-archive.com/r-help@r-pr ... 98043.html is funny. It says that you might have a few more problems porting Warzone than just the Appstore.

a. "Applications must be originally written in Objective-C, C, C++, or JavaScript as executed by the iPhone OS WebKit engine" - we use some flex/bison stuff.

b. "No interpreted code may be downloaded or used in an Application except for code that is interpreted and run by Apple's Documented APIs and built-in interpreter(s)." - we use a custom scripting language for AIs, if you remove that all that's left is all-human multiplayer.
Nice read... Ok, so it seems that things just got a bit more complicated. If this person is correct about the licences and what not... we might have to find a loophole. I think some kind of module system will have to be put in place and then the mods can be "installed" or used via ingame controls cuz then we can have the game be "open source" to an extent and still "comply" with Apple's retarded license agreement.

... If all else fails... Cydia is still there
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Re: iPad Development Thread

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... If all else fails... Cydia is still there
just go this way, dont support this creepy corporation's silly restrictions!
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Re: iPad Development Thread

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m1ndgames wrote:
... If all else fails... Cydia is still there
just go this way, dont support this creepy corporation's silly restrictions!
You believe in the whole Jobzi (Job(s)ocialism) thing huh XD
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Re: iPad Development Thread

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i believe in what? :lol:

i just dont want anybody to tell me which software i can install, thats the only reason why i never bought an iSomething.
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Re: iPad Development Thread

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m1ndgames wrote:i believe in what? :lol:

i just dont want anybody to tell me which software i can install, thats the only reason why i never bought an iSomething.
I personally prefer the fact that the iPhone is locked because it wouldn't be nearly as fun to own one if everything you wanted worked on it right out of the box :wink:

Now the day Apple tries to kill my phone (or a anything else for that matter) because it is jailbroken/hacked/unlocked/whatever without an update is the day everything I own that has an apple silhouette ends up on eBay...
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lav_coyote25
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Re: iPad Development Thread

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EBAY???? sledgehammer and send it back to ewwwww, apple. "shudder of disgust runs down my back" ... :lol2: :lol2: :lol2:
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Re: iPad Development Thread

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haha how bout sledgehammer and then sell "as is" on ebay? Satisfaction and I got some money out of it ^^
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