Carmack to Bring "Graphical Tour de Force" to the iPhone
Apparently developer John Carmack loves his iPhone and is still kicking himself for not having something ready to go at launch time. However, he has announced plans to bring a "graphical tour de force" to Apple's popular device. "But as for which one, the company isn't saying just yet, though given that the recently launched id Mobile division already has Doom RPG and the forthcoming Wolfenstein RPG to its credit, we wouldn't be at all surprised if Carmack will bring Quake or some flavor of Rage to the small screen as well. What's more, he's apparently considering the idea of tackling the MMO market on the iPhone down the line, though he admits that he's being 'conservative' and doesn't 'want to be in a bet-the-company situation' just yet."
Here's the actual Forbes article rather than a link to a website that links to the article.
http://www.popularculturegaming.com -- my blog about the culture of videogame players
I don't see FPS being that fun with out a buttons. A RTS / TBS may work good but not MMO / FPS / driving games.
heroes of might and magic type games should work fine.
I gotta say I really like the idea of a game that combines the Star Wars universe with the world's most famous bike race. If they can pull it off, that is, and I have to wonder if the iPhone is really going to be the best target for this... wait...
Doom RPG, Wolfenstein RPG? Okay, since I can't really imagine what that would look like ("you shoot the pinkie demon with the rocket launcher and hit for 100 damage"?), it does sound somewhat creative. Maybe, I guess. Not nearly as cool as "Tour de Force" though... :(
The enemies of Democracy are
Can you imagine using the iPhone camera to capture the environment that you're in, like a street in NYC, and using that as a real time background for a FPS? It would put something like zombies in the image and real people in the image would be "hostages" that you need to protect or save.
The simple truth is that interstellar distances will not fit into the human imagination
- Douglas Adams
How about a game where you stand in line for hours in front of the Apple store waiting to buy the new iPhone? You can watch your character sit for hours doing nothing in the hot sun looking at his other Apple gadgets. The more time that goes by, the more chance he has of losing his job because he played hooky from work to sit in line all day. When his "hooky" bar gets depleted, he loses his job.
"Oops. You just got fired!"
Play Again?
Health Insurance Quotes
The only part that needs to be converted to Objective C is the part that creates and manages the game's viewport. THe existing game logic and models can remain in C or C++ (or Fortran=Fortran+1, or "ADD ONE TO COBOL GIVING COBOL"), and the user interface would be rewritten from scratch for the iPhone regardless.
Is it just me, or did you just divide the entire Earth into two categories:
1. Places where you're likely to get robbed, and
2. in front of your PC?
I have seen the future, and it is inconvenient.
If you were porting something that's been written in C to Objective-C, you wouldn't need to change much. Only the points where your code absolutely must call objective-C library calls, really.
-mkb
Quake and Doom were developed on NeXTStep 3.3. On hardware with less computational power than an iPhone.
Do you even lift?
These aren't the 'roids you're looking for.
Uggh, I'd hate to be the guy having to port all of that old C code to Objective C
First of all, Objective-C is a pretty nice language with a lot of good features. It's hardly torture to use it.
But I doubt you'd know much about it, given that you do not realize you can mix C and objective C freely. Only the UI has to be objective C. Even that doesn't really have to have much objective C, just the bits where you make use of the UI frameworks... in a game you'd be doing mostly OpenGL anyway.
"There is more worth loving than we have strength to love." - Brian Jay Stanley
Damn you once again, Earl Grey.
School shootings are so last week. Didn't you get the memo, this week it's church shootings.
Paying taxes to buy civilization is like paying a hooker to buy love.
I know for a fact I wouldn't feel comfortable having an expensive gizmo like that out in the open for extended periods of time, where some tea leaf could grab it.
Haven't ridden a New York City subway lately? Like in, say, the last 5 years? Earbuds everywhere. And quite a few video iPods, iPod Touches, and iPhones with movies too.
Objective-C is a strict superset of C, any C code will work just fine as part of an Objective-C project.
C++ is not a strict superset of C, although a lot of the incompatable C++ syntax has been added back into C as of late. Even with that there are still a lot of gotchas when switching between C++ and C code.
Honestly I've found Objective-C to be very powerful, intuitive, and easy to use. C++, although powerful, has a lot of tricky syntax and ideas behind it. It's a great language for experts and because it is a statically-typed language it is fairly quick, but I think Objective-C is a much better programming language overall. Oh and even though Objective-C is a dynamically-typed language you can still run it fairly quickly by "freezing" some of the method calls and making them static. This gives you the freedom of choice between the ease of a dynamic language and the speed of a static language.
Apple has also worked it so that you can use C, C++, Objective-C, and several other languages fairly transparently in a single project.
Sapere aude!
Yes, the tilt sensors are very precise, but you do get some random noise that you have to account for in your software. Current tilt-based games such as Labyrinth (marble table game) and Super Monkey Ball are very playable, and the motion detection is incredibly sensitive and quite realistic. An anonymous EA developer actually commented on the iPhone's accelerometer's characteristics as an input device in this story, where it is compared with the Wii remote minus the Motion Plus additions.
"I like systems, their application excepted", George Sand (French)