Game Development Community

Torque x 3d

by Ian Roach · in Torque X 2D · 12/01/2007 (3:14 am) · 2 replies

Really like the new torque3d and had a few questions about licensing

- TorqueX3d contains all the new 3d stuff plus all of torque 2d ?
- Do i just buy a creators club membership to get it free (standard edition)
- If i buy pro tgb, that gives me all tx3d source as well ?

Also regarding controls, i know its primarily setup for a xbox controller, but how easy is it to add mouse support ?

Thanks

#1
12/01/2007 (8:19 am)
Yes
Yes
The tx3d source is part of the closed beta, I don't know if the sign up for it is closed yet or not.
I don't really know the answer. But the FPS demo uses the keyboard for aiming rather than a mouse so I'm assuming it's a bit more complicated.
#2
12/01/2007 (9:54 am)
The new beta contains the 3D stuff as well as all the 2D stuff that's in the released version of Torque X, if that's what you mean by "all of torque 2d" (if instead you mean all of the stuff that Torque Game Builder does, then not exactly -- there are a few things that TGB does that Torque X 2D doesn't do, and vice versa).

Technically speaking, the Torque X engine library is free to everyone. You can get our 2D scene editor, Torque X Builder, either by buying from us, or getting it from the Creator's Club bundle. Read the beta announcement thread for info on the current state of 3D tools (i.e. there aren't any right now).

We bundle Torque X Builder with TGB, but I don't think we bundle Torque X Pro (i.e. source code access) with anything, so I think (and I may be wrong) that you would have to buy Torque X Pro if you want source code access. People who have Torque X Pro have access to the source code in the beta, everyone else only has access to the binary library.

Mouse support is not very strong -- it was definitely developed with an emphasis on cross-platform campatibility with the 360, so controller support was very high on the priority list and mouse support was very low. You currently don't get anything like the nice "onMouseDown" callbacks, etc., like you get in TGB. It's probably not super hard to add mouse support, but it's not trivial either.