Torque X2D vs TGB?
by Joe Sopko · in Torque X 2D · 01/21/2010 (6:29 pm) · 8 replies
I looked through the forums, google, and a few books, but haven't found anything to clearly answer my question. From what I understand TGB is programmed in C++ and projects can be coded in C++, however if desired has TorqueScript as a middle man for less experienced programmers, i.e. an easier language to program with for people just starting out. Torque X 2D on the other hand is completely scripted in C# and uses the XNA framework. What is unclear to me is whether or not there is still some kind of middle man between the Torque X program and XNA and C# for less experienced users like TorqueScript in all other GG products. Can someone clarify that for me or if there is some kind of Torque-made abstraction that encompasses the interactions between Torque X and XNA? Thanks.
#2
01/21/2010 (6:40 pm)
There is not Torque Script like thing for TX, It's all C# Why don't you download the demo and take a look. You can create for the Xbox and windows in TX where TGB is windows/mac and the front end for the iPhone(sort of).
#3
So all Torque X uses is the Torque created library that's similar to the library in their other products? And if so how similar?
01/21/2010 (11:33 pm)
Thanks all.So all Torque X uses is the Torque created library that's similar to the library in their other products? And if so how similar?
#4
01/22/2010 (6:35 am)
There is no single Torque Library that is used in all products. TorqueX is an engine completely written in C# which does not share any functionality with other engines.
#5
01/22/2010 (12:43 pm)
So there is absolutely zero similarities between Torque X and other Torque products? I'm sorry I'm being so exhaustive but I'm currently taking a Torque Class and the instructor changed products last minute from TGB and Torque X and from what I understand TGB (T2D), Torque 3D, Torque for IPhone, Wii, and 360 all use Torque Script and that seems like a better choice to me. Am I incorrect or missing something here? I really appreciate all the help, I'm not meaning to be a persistent pain in the ass, just want to make sure I know what I'm doing if I decide to drop the class. Thanks all.
#6
01/22/2010 (1:54 pm)
There are of course similarities (concepts, the editor has the basis) but if you do not care about Xbox/Windows and are more interested in the products you mention TGB would be a better option.
#7
www.torquepowered.com/community/resources/view/19137
Try this out with the demo and you can see the similarities as well as the differences.
01/23/2010 (3:37 am)
TX2D and TGB are pretty interchangeable, with some exceptions, TX2D is a more modern implementation and the componentized architecture makes it more flexible really. I made my game kit just so I could bounce stuff between TX2D and TGB, and so I could solve some issues that were interesting to me.www.torquepowered.com/community/resources/view/19137
Try this out with the demo and you can see the similarities as well as the differences.
#8
01/23/2010 (3:33 pm)
Thanks a bunch all. Especially you Henry, from what I understand that package you created is like mini library for TX2D to mimic some things in TGB? Correct me if I'm wrong, I'll play around with it once I get home. I have experience in TGB and 0 experience in C# so I'm really nervous about the class and still considering dropping it since TGB and TorqueScript spans over all of the other GG products more or less.
Torque Owner Christian Rousselle
Default Studio Name
Also it is not really possible to code everything in C++ using TGB. The game logic itself will be TorqueScript.