XNA 3.0 Support and Creator's Club
by Christopher Jones · in Torque X 2D · 12/15/2008 (8:59 am) · 3 replies
Hi all,
We are looking at starting a new game project to be released to the Xbox 360 via the XNA Creator's Club. I understand from the FAQ that Creator's Club games must be built with XNA 3.0 or higher framework. I also understand that at this time Torque X only supports XNA 2.0.
My question is: Is it worthwhile to begin creating a project with Torque X 2.0 with the hope of being able to upgrade to XNA 3.0 in the near future?
Also, if anyone has been able to get the current engine to work under XNA 3.0, I would appreciate any technical advice on how to do so.
Thanks,
Chris
We are looking at starting a new game project to be released to the Xbox 360 via the XNA Creator's Club. I understand from the FAQ that Creator's Club games must be built with XNA 3.0 or higher framework. I also understand that at this time Torque X only supports XNA 2.0.
My question is: Is it worthwhile to begin creating a project with Torque X 2.0 with the hope of being able to upgrade to XNA 3.0 in the near future?
Also, if anyone has been able to get the current engine to work under XNA 3.0, I would appreciate any technical advice on how to do so.
Thanks,
Chris
#2
John K.
12/15/2008 (3:34 pm)
Just backing-up David. Porting to Torque X 3.0 from 2.0 will be a snap with the Pro license (you'll need to rebuild the Torque X library). Torque X 3 will have the free binaries already compiled to XNA 3.0. So, you can definitely get started on your Torque X project with 2.0 and easily port it to 3.0John K.
#3
Thanks for the great replies! We have decided to jump in with Torque X 2.0 as it offers the most bang for the buck when compared with other XNA engines.
Thanks,
Chris
12/19/2008 (7:44 am)
David / John,Thanks for the great replies! We have decided to jump in with Torque X 2.0 as it offers the most bang for the buck when compared with other XNA engines.
Thanks,
Chris
Associate David Montgomery-Blake
David MontgomeryBlake