Game Development Community

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.

#1
01/21/2010 (6:39 pm)
There is nothing else than C# in TorqueX and in my opinion that is very, very nice.

Also it is not really possible to code everything in C++ using TGB. The game logic itself will be TorqueScript.
#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
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
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.