Game Development Community

TorqueX or TGEA?

by DALO · in Torque Game Engine · 05/12/2008 (8:38 am) · 1 replies

Hey All,
We are just about finished our first game called Koth Download Demo Here , and now that we are almost finished we are trying to decide what engine to use. Torque X or TGEA? Sometimes I wish GG would just heavily focus on 1 or 2 engines and not 6, but anyways, It now seems that Torque X(3d) can do all of what TGEA can do (I'm not really sure, but it appears to be that way). One thing that I really like about Torque X is the physics aspect of it and how objects can actually collide and react to collisions more properly, has TGEA incorporated that yet?. Both are Xbox ready. So does anyone know what the fundamental differences are? and why one engine would and maybe should be used over the other?

Torque X OR TGEA?

#1
05/12/2008 (2:29 pm)
Whilst I can't answer all your questions (especially regarding physics) I can tell you what I know of the differences.

Firstly Torque X is coded in C# and is based on Microsofts XNA platform whereas TGEA is coded in C++ and is heavily based on TGE - if Koth is coded in TGE then you'll have a hell of an easier time porting it to TGEA than you will to Torque X.

Whilst both engines say they are xbox ready there is a BIG difference:

- Torque X being based on XNA is designed for the amateur enthusiast/indie/small dev team mainly, to get a game onto your xbox is easy with a few clicks but requires you have a XNA creators club subscription (currently $99 a year) - also anyone that wants to play your game will need an active subscription too (the downside). Also, I don't believe that Microsoft allows you to commercially sell your XNA based game in any shipped/distributed fashion for the Xbox360, the only way I believe you can sell the game for the xbox is through the MS Live community (although I'm not sure what you require for that).

- TGEA is different beast however it is designed to be used for full commercially released games, to get a game on your xbox using TGEA you are going to have to convince Microsoft to give you a slot to produce your game, get to be an approved 360 developer, buy the xbox360 dev kits and then would need to liase with Garagegames to obtain a license for Torque360 (which is the product for taking your TGEA game and putting it on the xbox). It's a long and expensive process and typically not really something suitable for a small indie team coding their first game.


Personally I'd recommend starting with Torque-X, it's by far the quickest way of getting a game on your xbox