Thinking of buying - have a few questions
by Austin Smith · in Torque Game Engine Advanced · 02/10/2009 (11:36 pm) · 2 replies
I'm seeing a lot of versions of Torque, and I'm trying to decide the best one for my group.
So far I'm leaning towards TGEA but I'm having trouble finding solid enough answers.
Can TGEA do consoles?
If so, can it do them by itself?
Do I have to buy TGEA + 360 + Wii + iPhone to have a complete package?
Basically what I am trying to figure out, before I spend money on the wrong item, if I want to develop a game for the Mac, iPhone, PS3 (When supported), and possibly Xbox 360, what is my best option?
We all use Macs and iPhones, so we are primarily interested in those, but we would also like to make a 360 title. (Also, these would be psuedo-3D titles, limited 3D graphics but our game design document calls mostly for 2D)
Thank you for helping clarify the best option.
So far I'm leaning towards TGEA but I'm having trouble finding solid enough answers.
Can TGEA do consoles?
If so, can it do them by itself?
Do I have to buy TGEA + 360 + Wii + iPhone to have a complete package?
Basically what I am trying to figure out, before I spend money on the wrong item, if I want to develop a game for the Mac, iPhone, PS3 (When supported), and possibly Xbox 360, what is my best option?
We all use Macs and iPhones, so we are primarily interested in those, but we would also like to make a 360 title. (Also, these would be psuedo-3D titles, limited 3D graphics but our game design document calls mostly for 2D)
Thank you for helping clarify the best option.
#2
02/11/2009 (9:06 am)
To add to what Jason noted, to develop for a console (with the exception of TorqueX's XNA licensing) with a TGE/A/B-based engine, you will need to be a licensed developer for that console. TGEA 360, for example, makes use of the XDK from Microsoft. TorqueWii makes use the the official Wii developer kit and the TGE source base. iTGB requires an iPhone SDK and license to deploy to the App store.
Torque 3D Owner Jason Parker