If you haven't already, you should read the Windows compile instructions to get up to speed.
Easy. Open Finder, navigate to the RTBareBones directory and open RTBareBones.xcodeproj.
The project will open in Xcode. It should compile and run out of the box.
If you don't know anything about iOS yet, here is what you'll have to do:
To test on a real device and actually publish in the AppStore:
It's the same as above except you'll also need to build the media directory first, check the Building Resources section of the Windows setup for that.
If you check the RTBareBones's source folder you may scratch your head. There is no iOS specific code at all, only App.cpp. Where is all this Objective-C glue code I thought iOS needed?!
It's shared between all apps in /shared/iOS/app. It's about six files.
If I add a feature, all my apps get the benefit.
If for some reason you need more control of the Objective-C side, you could just copy them into your app level folder and use those customized versions instead.
The way I do my iOS builds is I share my Windows HD drive to OS X, and open the Xcode project on the network drive. The projects are setup to use local drives for the intermediate compile-build processes so performance is good. (Update - actually I don't, due to some problem between xcode, lion's new samba replacement, and Win7. I've been using robocopy in .bat files instead… sucks.
Under “Resources” in the groups and files tree in the Xcode project, you'll see little blue folders named “game”, “audio”, “interface”. These are virtual folders that will automatically copy ALL their contents (bmps, wavs, etc) into the final package.
You don't have to edit the project file when you change/update resources, it's more or less automatic.
The examples are all “combo apps” which mean they run on each device at its native resolution. If for some reason you'd like an iPhone only app (it can still be run on an iPad, but in the iPhone emulation mode) then do this: