Game Development Community

TorqueX and XNA framework

by Chris Kim · in Torque X 2D · 05/07/2007 (12:32 pm) · 8 replies

I understand that TorqueX is built on top of XNA framework.
Is it necessary to understand XNA framework in order to use TorqueX?
In other words, will TorqueX provide complete wrapper around XNA or do we need to sometimes, dig down to XNA to get the low-level funtionality?

I thought it might be useful to learn XNA while waiting for TorqueX to mature.
But if TorqueX will provide complete wrapper around XNA, it may be unnecessary.
Thanks.

#1
05/07/2007 (1:27 pm)
@Chris Kim

You should learn XNA.
#2
05/07/2007 (2:53 pm)
I beg to differ Anton, I havn't heard anyone around here give that advice. I myself know next to nothing about XNA and seem to be getting along alright.

You should know some C# though.
#3
05/07/2007 (3:57 pm)
@Modern1

There's advice on using TorqueX and XNA around here?

Well, I'm working on a commercial game with XNA right now and starting work on another commercial 360 TorqueX game next month. I don't know who else is using XNA and TorqueX more than I and offering counter advice.

The whole point of XNA is that it is pretty darn easy to learn and you can only become more confident using TorqueX if you know XNA. I can't see why anyone wouldn't learn XNA if they are going to program with TorqueX. If you have to learn to code with C# you might as well take those extra few days/weeks to pick up learning your way around XNA.

Better to know how things work than get stuck waiting around for someone else to maybe implement something you want in TorqueX. See the forums for how much harder it is to do the same with the Torque Game Engine or Torque Game Builder and Torque Advanced with OpenGL and DirectX. The coolest thing about XNA is how easy it is for anyone to learn to code with it.

If you take the time to learn XNA then you are unstoppable with TorqueX. That's my advice.

EDIT:

Also, there's no 3d in TorqueX right now, so, if you want to use 3d models in your TorqueX game, you need to code them yourself, which is incredibly easy to do.
#4
05/07/2007 (6:00 pm)
I agree with Modern1.

If you want to make 2d games, I have not seen any good reason why you "have to" learn XNA. TorqueX does it all for you.

That said, understanding XNA would help you gain a much deeper background into the subject.

However, again from my perspective, if you want to write a 2d game, the most important things to know (in order) are:

1) How to code in C#
2) How to use TorqueX
3) How to draw, or otherwise hire an artist

That said, I still am working on a game, and havent finished anything yet (and am still perhaps 6 months from finishing anything), so take what i say with a few lumps of NaCl
#5
05/08/2007 (12:39 pm)
<-- is working in TX and XNA as much as Anton =P

I would have to agree with Anton, but clarify what he's saying (if I may) Anton isn't saying you have to learn XNA to use TX, he's saying it's a damn good idea. This is completely true. People who know directx and TGE's ENGINE aspects can build a game much faster and can find and eliminate issues/bugs much faster than someone who just knows C++ and TS. The same will be true of people who know XNA. Knowing the framework allows you to figure things out easier and actually contribute to things and problems you find with the engine itself instead of sitting around waiting for someone to 'fix the engine.'

So my advice is that you don't HAVE to learn it, but it's a real good idea.
#6
05/08/2007 (12:55 pm)
@Jonathon Stevens

What you said. :)
#7
05/08/2007 (4:45 pm)
I second what Anton said about what Johathon said about what Anton said.
Any understanding of how a technology works will give you a better understanding.
It's no different then using classes. Sure, you may not need to know how a class works on the inside to use it, but it sure does help in some instances.

XNA is easy to learn. But you can go without it if you want.
#8
05/08/2007 (5:39 pm)
Quote:Is it necessary to understand XNA framework in order to use TorqueX?

Thats true, XNA will help, but its not necessary, really...