Xbox XNA Game Studio Express platform.
by Peterjohn Griffiths · in Torque Game Engine · 08/18/2006 (10:34 am) · 5 replies
Hi,
I have come across the XNA Game Studio Express platform on the microsoft website and see that its a port of Torque for the Xbox.
I also see that they will be releasing a profesional version of the XNA aswell for development of Xbox games.
Will we be able to port to XNA from Torque and if so, will we need a different license to release on XNA?.
Many thanks.
I have come across the XNA Game Studio Express platform on the microsoft website and see that its a port of Torque for the Xbox.
I also see that they will be releasing a profesional version of the XNA aswell for development of Xbox games.
Will we be able to port to XNA from Torque and if so, will we need a different license to release on XNA?.
Many thanks.
#2
08/18/2006 (1:31 pm)
To clear it up here in the thread, XNA Game Studio Express has nothing to do with TXE or any GG product at all. GG is building TXE to work with XNA.
#3
If someone go aheads and buys other products now, the regular Torque engine and various add ons and starter kits, they'll have to buy a totally differant engine later on, correct?
So, you ported over all the best features of your three main engines, so that when it comes out, people should just buy it and ignore the rest?
When it says the working environment will be similiar, that implies some differance. How much alterations for scripts will be necessary to get them to work on the new engine?
09/07/2006 (9:48 am)
Do you have any idea when the Torque: X will be ready for release?If someone go aheads and buys other products now, the regular Torque engine and various add ons and starter kits, they'll have to buy a totally differant engine later on, correct?
Quote:
You might ask, "Torque? Does that mean Torque Game Builder, Torque Game Engine, or Torque Shader Engine?" The answer is some of each. We are porting key portions of our 2D and 3D technology and tools over to XNA. We already have much of the Torque Game Builder engine, and several components of our 3D technology, including artist-friendly shader support, up and running solidly in Torque X. The working environment will be similar to that of our other Torque products, so if you're familiar with Torque you should have no trouble hitting the ground running with Torque X.
So, you ported over all the best features of your three main engines, so that when it comes out, people should just buy it and ignore the rest?
When it says the working environment will be similiar, that implies some differance. How much alterations for scripts will be necessary to get them to work on the new engine?
#4
EDIT: Screwed up my quote boxes.
09/07/2006 (10:03 am)
Quote:Do you have any idea when the Torque: X will be ready for release?I believe they are targeting the XNA subscription service release date or there-arounds.
Quote:So, you ported over all the best features of your three main engines, so that when it comes out, people should just buy it and ignore the rest?Only if the only thing they want to target is 1) Windows XP/Vista XNA or 2) XNA subscription program. If you want cross-platform (talking PC platforms here) support, then XNA is not the way to go. If you are interested in subscribing ($99) and pitching your game to other XNA developers to see if a publisher bites, then you might get a chance to license TSE 360 or move on up the TorqueX license upgrade ladder as your XNA subscription rises.
Quote:When it says the working environment will be similiar, that implies some differance. How much alterations for scripts will be necessary to get them to work on the new engine?I believe that XNA uses C# exclusively, though other .NET languages may be possible with the subscription program. Depending on how TorqueX is setup (and much of that information is not public yet), you may have a lot of footwork if you make extensive use of TorqueScript or C++ engine additions to TGE/TSE/TGB.
EDIT: Screwed up my quote boxes.
#5
Yes, it is planned to be released at the same time as the subscription service.
If you want a non-managed solution for building games, then go with TGB (2d) or TGE/TSE (3d) or TSE360 (3d on the xbox 360). If you want a managed solution or a MUCH cheaper way to get onto the 360 (but not officially release the game) go with the TXE route for all needs (2d and 3d).
09/07/2006 (1:55 pm)
Quote:Do you have any idea when the Torque: X will be ready for release?
Yes, it is planned to be released at the same time as the subscription service.
Quote:So, you ported over all the best features of your three main engines, so that when it comes out, people should just buy it and ignore the rest?
If you want a non-managed solution for building games, then go with TGB (2d) or TGE/TSE (3d) or TSE360 (3d on the xbox 360). If you want a managed solution or a MUCH cheaper way to get onto the 360 (but not officially release the game) go with the TXE route for all needs (2d and 3d).
Associate Joseph Euan
www.garagegames.com/products/torque/x/
www.garagegames.com/mg/snapshot/view.php?qid=1256
www.garagegames.com/blogs/370/11090