Game Development Community

What Engine(s) to use/purchase??

by GI_JOEJK · in General Discussion · 10/16/2007 (11:55 pm) · 8 replies

Hello

Can someone please tell me what engine components I need to purchase to do something like this (lighting, normal maps, specular and so on)?

http://www.dpl-media.com/RCM_Update.html

You will notice that I tested some of my models in Unreal 3 (Roboblitz Game Editor). I have seen some very nice screen shots from Torque and was curious. I know that you all will say "do a search", but I am tired and had a long day and hope you understand :)

Thank You

gijoejk@gmail.com

#1
10/17/2007 (3:43 am)
TGEA is the only engine that supports normal maps
#2
10/17/2007 (4:11 am)
Nice models :) as Morrie said, TGEA is your best option.
#3
10/17/2007 (12:36 pm)
Where do I find some info on the "Torque 360 game engine"? I guess I would need this as well as TGEA?

Thanks
#4
10/17/2007 (12:44 pm)
You have to be a licensed Microsoft developer with a professional devkit to use TGEA 360. For the XNA Creator's Club, you can use TorqueX (free, though the Builder editor costs money). It is currently 2D, with 3D on the way.
#5
10/18/2007 (1:28 am)
When is TorqueX 3D coming out? Will I be able to create a game demo for the 360 using TourqueX 3D? Also, can someone please list the engine components I will need to purchase in order to create a game demo that can run on the 360? Please list them 1 to 10.

Thank you
#6
10/18/2007 (6:35 am)
There is not a solid date yet. It entered Q/A (or will shortly). From there, it depends on the Q/A process as to when we'll see a release.

You can create a game demo to use on your 360 as long as you have a Creator's Club account ($99, I believe).

You will need to purchase a creator's club account and a license to the TorqueX Builder, an editor. I do not know if there will be a separate 3D editor.

XNA and Visual C# GSE is free to download, as is the TorqueX binary.

I would recommend becoming familiar with the 2D engine and toolset as your experience with components and such will be directly applicable to the 3D engine.
#7
10/26/2007 (1:54 am)
Excuse me, what different from TorqueX 3D and Torque 360 ?
#8
10/26/2007 (6:30 am)
Torque 360 is a port of TGEA to the XBox 360 using the official Microsoft SDK. It requires a license and a devslot from Microsoft to use. It was developed during the creation of Marble Blast Ultra for XBLA.

TorqueX is a completely new engine built from the ground up in C# with an XNA backbone. Right now licensing and such are up in the air in terms of releasing XNA games on the XBox 360 (other than to other Creator's Club licensees).

So, if you have a title that you want to bring to the XBox Live or boxed arena, you will need an official license and SDK and devslot (which costs thousands of dollars and has a rigorous approval process). Torque 360 would be the best bet there.

If you just want to get something running on the 360 as a prototype or to show to friends/investors to get the ball rolling on those thousands of dollars needed to get a kit (and approval), you could use TorqueX.