TorqueX question/future
by Sean T. Boyette · in Torque X 2D · 05/11/2007 (7:56 am) · 4 replies
Now that I have had an opportunity to understand and use TGBX, I am very excited about 360 dev using TGBX and XNA - its fun!
However, I have learned that if you code once in TGB, that is NOT able to quickly port to TGBX-they are two totally different environments, and engines. This is specific around the Torque Script. Is this going to change in the future? Additionally, is this going to be the same for say TGEA X? Am I correct in thinking there will be a TGEA X?
However, I have learned that if you code once in TGB, that is NOT able to quickly port to TGBX-they are two totally different environments, and engines. This is specific around the Torque Script. Is this going to change in the future? Additionally, is this going to be the same for say TGEA X? Am I correct in thinking there will be a TGEA X?
About the author
#2
05/15/2007 (3:18 pm)
TorqueScript will not be supported by Torque X. TGEA, on the other hand, is the C++ engine modified to work on the XBox (i.e. not XNA), so it will of course continue to use TorqueScript.
#3
TGEA is just regular TGEA ;)
05/15/2007 (4:06 pm)
TGEA 360 is the engine modified to work on the Xbox is what Thomas MEANT to say =PTGEA is just regular TGEA ;)
#4
They are really two completely different products with completely different target markets, and should not be confused.
05/15/2007 (4:47 pm)
And to add just a touch more: TGEA 360 works on XBox360 dev kits, not retail XB360's. Products have to be commercially distributed via MS channels to go from TGEA 360 to XBox360 retail boxes.They are really two completely different products with completely different target markets, and should not be confused.
Torque 3D Owner Jonathon Stevens
TX has 3D support coming, it's just not all wired up yet (some basics are in the engine, but that's it). It wont be called TGEAX or at least I'd put my money on the fact that it wouldn't be called that (for the love of God GG, don't call it TGEAX or TGEX!)