Hi folks! Are some of you already working on supporting the new iPad? I have decided to give it a try for my upcoming game Tesla Overdrive. I think this should be fairly easy. What is your opinion?
Well, I had a "first try" yesterday after upgrading my devices and XCode. I was quite excited to have a first look at the new-iPad-simulator, which proved to be even more unhadily then the previous simulators As expected, my iMac's resolution is a serious obstacle here and scrolling the display of the simulator is not an option with fast-paced gameplay. But it seems to me, if we developers have our texture-filenames right, everything should work immediately and like a charm. The only thing that bothers me is a question which still remains unanswered to me: did Apple increase the maximum texture size to 4096*4096 or even beyond? Any clues?
How I would love to get my GPU-hands on one! Yes I'm quite sure it's 4096² though I can't think where I heard this. Also I am certainly not concerned about performance lol, regardless of what others might think!!
We are currently (and have been already) developing our next game to support the new higher resolution screen. It was a HUGE relief to see the download limit bumped up to 50MB because that was proving to be quite a challenge given the massive assets that are required.
I do mostly retro looking games as Universal apps, so at this time I'm not planning anything new for the new iPad. Though I think I will pick one up, I need to be able to capture video of my games (the emulator runs like crap on my Mac) and I've heard iPads (not sure if all models though) have HDMI out capabilities.
Yes and 4096x4096x4 is also apparently available on iPad 2 (and 4S, as mentioned)... I will get a tester to confirm this. Hey you know how some gamers want everything for 99 cents? Well as a developer who pays Apple 99 *bucks* I want a free pass to the Apple Shop, a bunch of iTunes cards..and unlimited updates I mean warranty. In fact why not for free, might as well just abandon money entirely...;-) Returning back to reality...even the iPad 1 and iPhone 3GS allow *8* textures to be loaded simultaneously (switchable within shader code) each 2048x2048...I've not yet filled that much, though I have new ideas. I think this is the way...complete new ideas on what to do with so much geometry yet alone texture space available.
i will not change my ipad2 for the new ipad,not to many awesome thing that i expected...waiting for ipad3 or ipad4
Just tried Topia and it runs at 2FPS in iPad Retina simulation. To be honest I'm surprised it's that fast as iPhone non-retina only runs at 20FPS and iPAd retina is over 20x the pixels! This will be a non issue on the device of course as long it's twice as fast at filling pixels as iPad2. Topia easily makes a solid 30 on iPad2.
Well, for me the iPad-Retina-simulation is useless I could use it only to test if the game works at all. The lack of performance rendered the whole thing unsatisfying. Three days left...
I wasn't expecting it to be useful for anything other than seeing how the game handled the extra pixels. The sim hasn't been useful for anything other than debugging a recorded game of Topia since the project started. The cut down 'iPad1' shaders running on the non-retina iPhone sim gets a maximum of 20FPS and even then is not actually playable because the game relies on multitouch. This is on an i7 macbook pro, my faster but older i7 iMac isn't much better. I assume it's because the simulator uses software emulated shaders. I'm always amazed when I see videos made in the simulator on Youtube. I guess emulation of simple fixed shaders was much better.
http://stackoverflow.com/questions/9269723/best-technique-for-ipad-1-vs-ipad-2-gpu-determination/9354337#9354337 Awesome!