There is a first version of FreePascal available for iPhone development.
Info here:
http://www.pascalgamedevelopment.com/vi ... php?t=5590
So, in theory at least, this means that a port of the ZGE-runtime would be possible too!
There are some hurdles of course:
- this is the first release of fpc/iphone so it is likely to contain bugs and limitations
- iPhone supports OpenGL ES which is not the full OpenGL specification, so some changes in ZGE:s OpenGL calls are probably needed.
- iPhone's got a non-Intel cpu, but there should be very little in ZGE that is Intel-specific.
- For porting the ZGE engine you need a Mac and an iPhone and I have neither at the moment.
- SDL on iPhone would speed up porting but I could not find info if there is a version of SDL actually working for iPhone, only a beta-project.
But it is still exciting news, and if anyone wants to dig into the task of porting zge I will do all that I can to help!
FreePascal for iPhone development
Moderator: Moderators
Re: FreePascal for iPhone development
I think that a Mac is everything you need because there is an IPhone emulator included in the SDKVilleK wrote: There are some hurdles of course:
- For porting the ZGE engine you need a Mac and an iPhone and I have neither at the moment.
Would SDL solve the needing of using OpenGL ES instead of plain OpenGL?VilleK wrote: - iPhone supports OpenGL ES which is not the full OpenGL specification, so some changes in ZGE:s OpenGL calls are probably needed.
- SDL on iPhone would speed up porting but I could not find info if there is a version of SDL actually working for iPhone, only a beta-project.
BTW (for the ones who didn't knew)
The only big drawback of the IPhone is: for distributing games you must put 100$ for the first run.
In the fall of 1972 President Nixon announced that the rate of increase of inflation was decreasing. This was the first time a sitting president used the third derivative to advance his case for reelection.
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- jph_wacheski
- Posts: 1005
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iphone ver. maybe?
My brother has recently acquired a mac and my old house mate has also recently got an iphone,. my bro is an electrical enginer who has mostly worked on software development,. and my buddy is a profesional code hacker,.They also live near eachother in Ottawa so can work out some stuff together. They are interested in getting my games on the iphone. I was not really interested, as I don't have the gear to test,. (and also think the market is largly flooded,. but seeing how some guys made large sums selling 'fart apps' and such,. may be worth the effort, . beer money perhaps.)
Has anyone looked any further into this or is willing to help?
I suppose this would require a source fork for an iphone ver. on the editor?? Even a feature limited version could be usefull to try out some game ideas,. and it would need ways to access the input and standard phone stuff,.. . .
Has anyone looked any further into this or is willing to help?
I suppose this would require a source fork for an iphone ver. on the editor?? Even a feature limited version could be usefull to try out some game ideas,. and it would need ways to access the input and standard phone stuff,.. . .
iterationGAMES.com
Hi jph,
Not the editor ( which isn't cross-platform ) just the engine. I believe at this point you'll still need a Mac to compile for iPhone using FPC though ( unlike building for Mac ) .. and a license from Apple.
http://wiki.freepascal.org/iPhone/iPod_development
K
Not the editor ( which isn't cross-platform ) just the engine. I believe at this point you'll still need a Mac to compile for iPhone using FPC though ( unlike building for Mac ) .. and a license from Apple.
http://wiki.freepascal.org/iPhone/iPod_development
K
- jph_wacheski
- Posts: 1005
- Joined: Sat Feb 16, 2008 8:10 pm
- Location: Canada
- Contact:
Kjell- I know the editor is not cross platform,..
What I am talking about are the changes from gl to glES and the specifics engine changes to support phone contoles inputs, etc.,. Will those not make a separate editor build nessicary/desireable?
No licence needed to make games avalible to ppl who have cracked their phones! The app store is another issue..,

What I am talking about are the changes from gl to glES and the specifics engine changes to support phone contoles inputs, etc.,. Will those not make a separate editor build nessicary/desireable?
No licence needed to make games avalible to ppl who have cracked their phones! The app store is another issue..,
iterationGAMES.com
Hi jph,
Not necessarily no. There's no real benefit in running your PC-based builds on ES, and input can be mapped to components that are already available in ZGE. Also, iPhone specific features such as multi-touch cannot be used / emulated on PC anyway .. so even when you do want to add for example a OnTouch event ( in which case you do need to re-build the editor ), be prepared to build for and deploy to a actual iPhone every time you want to test ( crippling ZGE back to a "traditional" pipeline ).
K
Not necessarily no. There's no real benefit in running your PC-based builds on ES, and input can be mapped to components that are already available in ZGE. Also, iPhone specific features such as multi-touch cannot be used / emulated on PC anyway .. so even when you do want to add for example a OnTouch event ( in which case you do need to re-build the editor ), be prepared to build for and deploy to a actual iPhone every time you want to test ( crippling ZGE back to a "traditional" pipeline ).
K
Here is my advice to anyone brave enough to attempt IPhone-port of ZGE:
1. Install FPC for iPhone. Mac + iPhone SDK required.
2. Verify that FPC is working by compiling a test project and run it on a iPhone.
3. Install SDL for iPhone.
4. Make sure the combination FPC and SDL for iPhone are working together by writing a small project that creates a window with Open GL ES graphics.
5. Download the ZGE source. The task is to make the engine part of ZGE to work on iPhone. This means getting the ZZDC.dpr (compiled with ZZDC_SDL-directive for SDL-support) file to compile and run without errors.
It would be great to see even just a subset of ZGE run on an iPhone. If someone has time to try I'd be happy to help anyway I can. Just post any questions in this thread.
1. Install FPC for iPhone. Mac + iPhone SDK required.
2. Verify that FPC is working by compiling a test project and run it on a iPhone.
3. Install SDL for iPhone.
4. Make sure the combination FPC and SDL for iPhone are working together by writing a small project that creates a window with Open GL ES graphics.
5. Download the ZGE source. The task is to make the engine part of ZGE to work on iPhone. This means getting the ZZDC.dpr (compiled with ZZDC_SDL-directive for SDL-support) file to compile and run without errors.
It would be great to see even just a subset of ZGE run on an iPhone. If someone has time to try I'd be happy to help anyway I can. Just post any questions in this thread.