Originally Posted by vinea
Well, I'm sorry that Apple doesn't respect you as much as Adobe. However, the SDK seems okay from a very cursory look at it. We haven't upgraded to Leopard yet but we'll be developing for the iPhone this summer.
So compile your GL ES code and test it on the desktop. The core code should port relatively well to the final SDK in June. The accelerometer will likely be accessible via the HID manager and I think there is a wiimote HID driver that someone wrote. You can test your game play that way and that should port reasonably cleanly.
Or you can look at the Torque game builder and have a cross platform game engine that likely (I didn't see any official note but didn't look either) that should eventually work on the iPhone. It already supports OSX and the Wii. There's likely accelerometer support in there somewhere.
If you're the same guy that ported ColdFusion MX to OSX this is not a showstopper by any means. I dunno why you'd cut Adobe more slack than Apple anyway.
I wasn't going to post anymore to this thread, but you have provided some useful information and I wanted to thank you.
1) To clear the air: My "with all due respect" comment wasn't directed at Apple. Rather, it was directed at posters to this forum, who were offering opinions on how good/bad the SDK is without ever having downloaded (looked at) it.
2) You cannot compile OpenGL ES for the Desktop as there is no OpenGL ES framework for Mac OS X, only for ARM. Apple could/should (likely will) implement an OpenGL ES framework that runs on the desktop and, therefore, can be used by the Simulator. I wouldn't even consider trying to do this myself-- apparently it is difficult for even Apple to implement. So, for now, OpenGL ES program testing is for real ARM devices only.
As an aside, Apple has made significant changes to XCode and the Interface Builder. It is a work-in-process but they are restructuring things to support multiple platforms (different from UB on OS X, or other releases of OS X). /Developer/Platforms currently shows the following directories:
--Aspen.platform (ARM with all iPhone frameworks, including OpenGL ES)
--AspenSimulator.platform (i386 with most iPhone frameworks, excluding OpenGL ES)
--MacOSX.platform (i386, PPC frameworks for the Mac OS thaty we know and love-- OpenGL, but no OpenGL ES)
This seems, spiffier and gives flexibility to implement other platform targets for OS X development.
3) It may be that no one outside of Apple has the ability to run on the actual devices:http://daringfireball.net/2008/03/so_whos_in_already
4) The Accelerometer frameworks are supported in the Simulator but there doesn't seem to be any way to provide Accelerometer input to the simulator.
5) Based on your suggestion, I googled for "wiimote HID driver" and was able to find an excellent working example (including source):http://blog.hiroaki.jp/2006/12/000433.html
Works great with Front Row!
So, if you have a Wii, you should be able cobble together the components to test on the desktop. Aside: It would be nice if Apple enabled BlueTooth on the iPhone so it could be used instead of a Wii Remote.
6) I have download the Torque Game Builder and will have a look at that, as it may be a fast(er) path than waiting for the missing pieces of the SDK to arrive. I am not really interested in writing games-- I used that as an easy-to-understand example of apps I want to write that use Accelerometers and OpenGL ES.
Finally, Yes I am the guy that ported ColdFusion MX to OS X. But that was more an exercise in patience, tenacity (stubbornness) than technical expertise-- All I had to learn was: a little Linux, a little OS X Unix, a PC simulator and ColdFusion MX... with a well-defined origin and target. This pales in comparison to the effort to try and become proficient in Objective-C, Frameworks, XCode, Interface Builder, iPhone, Simulator, etc... to the point of being able write an acceptable iPhone app.
Again, thank you for the suggestions-- I think they will open a workable path and may help others who are facing the same roadblocks.