Game Development Community

Cost to use Torque X for XNA?

by Sammy · in General Discussion · 07/26/2008 (9:31 am) · 3 replies

Hi all,

I am interested in "Torque X for XNA" for producing 3D games.
I have some simple questions:
What is the cost of using this great product?

1. Torque X pro for XNA (One-time payment - USD 250, upgrade - USD???)
2. Xbox 360 Membership (Annual fee - USD ???)
3. XNA Modelling tools (USD ???)

Thanks in advance

#1
07/26/2008 (9:29 pm)
Buying either TXPro or TGB gets you the other still, from what I understand. At least I have both in my account.

The 360 developer fee for indies is 100 dollars in America, but a whole bunch more here in Europe. I suggest prototyping on your PC and THEN buying that membership once you have something beta-ready.

The modelling tools would be any 3D program the modeller is comfortable with which can export to the .x format. That should be most of them by now.

Say, if Milkshape has an exporter, the cheapest easy path is those 35 dollars. Blender for the brave makes your startup costs $0. Then it only costs time. I think there is an XNA game development book out, also, which could be handy to get started. Torque X involves C#, not TorqueScript.
#2
07/28/2008 (7:59 am)
ModTools for XNA from SoftImage is a pretty popular option for XNA.

Edit:
I thought I should also mention that you can use Torque X for free. The Builder has a charge associated with it since it is a content creation tool. But the engine is free to use. The Pro version includes the source code to the entire engine.
#3
07/31/2008 (6:37 am)
Also, Davey Jackson has an excellent blog about the costs associated with console development and TX (and TGEA 360).