1

(150 replies, posted in Engine)

I just checked UDK distribution article, so it seems it's possible. ipa structure is really simple, the only problem could be signing as you said.
Yea, debugging on other platforms would be the biggest significance.

I think we can stop here, if there will be some interest we can open new thread.

Good luck smile

2

(150 replies, posted in Engine)

@anael: Good to hear that smile

@Nistur: Yes, before the change C, C++ and Objective-C where the only allowed languages, if I remember correctly.
About packaging - I wrote a few sentences, but wasn't sure if I got it right. Do you mean we could bypass Xcode and submit directly to the itunes connect on any OS?

There's already iOS publishing branch, with an Xcode project, but StandardRenderer is broken on iOS 5 (iPod, simulator), but renders correctly on iOS 4.x (simulator).

3

(150 replies, posted in Engine)

Regarding PVRTC license, it seems it's free to use.
http://www.imgtec.com/forum/forum_posts.asp?TID=138
cocos3d and oolong engine which are distributed under MIT license use it.

If if understand it correctly, iOS apps can use any programming language. Apple only forbids downloading code from the network.

I'm looking forward to your implementation smile

4

(150 replies, posted in Engine)

Hi all!

Publish/export option would be great, especially for iOS.
Later on we could also add support for the optimized geometry through the PowerVR POD format and the PVRTC textures, because JPG is just too slow on iOS devices. I don't know how many changes it would require to the existing code, but I will look at it. PowerVR SDK is freely available at their site and includes some command line tools which could be useful for the export.

Mario