iPad

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Soft
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iPad

Post by Soft » Fri Aug 13, 2010 9:39 am

Any thoughts about making a iPad version?, that would be sooo nice :.-)

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blast
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Re: iPad

Post by blast » Fri Aug 13, 2010 1:19 pm

A port to the iPhone or iPod Touch has already been discussed here. To summarize the results from that discussion, "no".
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hutty
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Re: iPad

Post by hutty » Mon Oct 18, 2010 2:11 am

if you can figure out how to control a tank with no buttons, feel free to edit the source and do it yourself
For all of you who have asked what a hutty is, there is one as my avatar.

instant map... just add water

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netochka nezvanova
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Re: iPad

Post by netochka nezvanova » Mon Oct 18, 2010 6:23 am

with the internal gyroscope its easy to control a tank , tapping one finger at one side shooting on other side could be gm locking
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Re: iPad

Post by joevano » Mon Oct 18, 2010 8:37 am

huttymuncher wrote:if you can figure out how to control a tank with no buttons, feel free to edit the source and do it yourself
It's a total rewrite... not an edit.
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Re: iPad

Post by blast » Mon Oct 18, 2010 12:26 pm

And if we were actually going to do a full rewrite, we certainly wouldn't waste it on the iPad.
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enrico123
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Re: iPad

Post by enrico123 » Mon Oct 18, 2010 6:02 pm

What About BZAdmin in the ipod touch/iphone and ipad
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joevano
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Re: iPad

Post by joevano » Mon Oct 18, 2010 9:06 pm

Get an SSH client for your iphone/ipad and ssh into a linux server to run it... that is what I do from my iphone and ipad. I also use it to access my IRC client from my phone and ipad.
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Re: iPad

Post by enrico123 » Mon Oct 18, 2010 10:07 pm

maybe this could be done and put on the Appstore
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Re: iPad

Post by blast » Mon Oct 18, 2010 11:17 pm

enrico123 wrote:maybe this could be done and put on the Appstore
Yeah, let us know when you do it.
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JeffM
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Re: iPad

Post by JeffM » Tue Oct 19, 2010 12:10 am

Simpler to just use HTTP to manage servers and use the built in browser on any mobile device.

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enrico123
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Re: iPad

Post by enrico123 » Tue Oct 19, 2010 10:06 am

kk im saying it could be done, not that i ca do it
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Re: iPad

Post by joevano » Tue Oct 19, 2010 12:29 pm

enrico123 wrote:kk im saying it could be done, not that i ca do it
Ideas are a dime a dozen and rarely unique (a search of these forums will show you that you are probably the 3rd or 4th person to have this 'idea' and tell us)... implementing them and following through, now that tends to be much, much rarer.
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JeffM
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Re: iPad

Post by JeffM » Tue Oct 19, 2010 5:00 pm

Anything "can" be done. The question for this forum is that if it SHOULD be done, and if the project should spend time on it. Right now the project can't even get a PC release out... so wasting time on an iPad version that a select few could use would be the height of silliness. Especially given that it would be a total rewrite as most of the code in BZFlag would not work or be suited for the limited resources on the platform, and that it requires specialized hardware and developer contracts to even publish.

In the end the concept of a tank game on the ipad would be best served by a separate project that builds a game that is tailored to the platform.

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Re: iPad

Post by Rapid Echo » Tue Nov 23, 2010 9:05 pm

blast wrote:And if we were actually going to do a full rewrite, we certainly wouldn't waste it on the iPad.
What would justify a full rewrite, if not an iPad?

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blast
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Re: iPad

Post by blast » Tue Nov 23, 2010 11:57 pm

Rapid Echo wrote:
blast wrote:And if we were actually going to do a full rewrite, we certainly wouldn't waste it on the iPad.
What would justify a full rewrite, if not an iPad?
We would probably rewrite it for Windows, OSX, and Linux (and BSD, etc). The same stuff we already support. The justification? To get a better and more modern base for the game. (Use more 3rd party libraries, support newer advances in technology, handle the simulation better, etc)
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Re: iPad

Post by macsforme » Wed Nov 24, 2010 11:51 am

From my limited understanding of OpenGL ES (the version of OpenGL for embedded devices, such as the iPhone/iPad/Android devices), I believe it is based on OpenGL 2.0, which had many fundamental structural changes over previous versions. Basically, the approach to the rendering pipeline is totally different, based on shaders rather than simple data input (oversimplified, but close). BZFlag rendering code uses OpenGL 1.x functionality, and would require a near re-write of the rendering code to refactor it into OpenGL 2.0-compatible code. This would also break compatibility with a lot of hardware (including some "modern" low-end GPUs), although it would open the door up to a lot of new possibilities for modern graphics effects which are not feasible now. If the rendering code was updated to be OpenGL 2.0 compatible, porting to an embedded device would be much simpler as OpenGL ES for embedded devices is based on OpenGL 2.0.

However, if we're going to re-write the rendering code, we might as well use a 3D library like Ogre to get a much larger range of possibilities, rather than updating the code to use OpenGL 2.0 functionality. This is another reason why this will probably not happen... if the work is going to be done, there are simply better things to spend the time on.

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Re: iPad

Post by snick » Wed Jun 29, 2011 12:14 am

enrico123 wrote:What About BZAdmin in the ipod touch/iphone and ipad
A little learning exercise of mine:

http://www.youtube.com/watch?v=b1gfAyHifdA&hd=1

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