Difference between TGB and TX 2d
by rockdude · in General Discussion · 04/21/2009 (6:45 pm) · 7 replies
Hi im new to this I recently became very interested in making a XNA 360 community game, and have read that using TX2d is a great choice for this. But I am a little confused on what the difference is between TGB and TX2d are they one in the same like do you get TGB with TX2d?
I also have a couple side questions about TX2d one is what is component assignment? and two how possible is it to make lets say a side scroller XNA game with this with very little programming? because it appeared that with the TGB you could do alot without programming or do you need to buy the Platformer genre kit for this? Thanks
I also have a couple side questions about TX2d one is what is component assignment? and two how possible is it to make lets say a side scroller XNA game with this with very little programming? because it appeared that with the TGB you could do alot without programming or do you need to buy the Platformer genre kit for this? Thanks
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#2
I haven't looked into TX2D much at all, but from what you're saying, you'll probably want to get TX2D. TX2D is coded in C# so it can run on the 360, while TGB is made in C++. I haven't looked into the XNA developer program at all, but I'd imagine that in order to get your game listed on the community games page you have to be a member. This is Microsoft's program, so by being a member of that program you don't automatically get Garage Game's engine.
I don't know about porting to the iPhone, but you'd have to then get iTGB and start porting your C# code to C++.
04/22/2009 (5:56 pm)
I'll take a shot at this -I haven't looked into TX2D much at all, but from what you're saying, you'll probably want to get TX2D. TX2D is coded in C# so it can run on the 360, while TGB is made in C++. I haven't looked into the XNA developer program at all, but I'd imagine that in order to get your game listed on the community games page you have to be a member. This is Microsoft's program, so by being a member of that program you don't automatically get Garage Game's engine.
I don't know about porting to the iPhone, but you'd have to then get iTGB and start porting your C# code to C++.
#3
TGB is a C++ engine built upon the traditional Torque platform. It does not comply with XNA or the Creator's Club, though we do have a version for official XBox developers with a devkit.
TX 2.0 and TX Builder 2.0 do come with a CC membership, but they do not include the engine source.
If you are looking at iPhone development, then TGB is the way to go as it is directly usable with iTGB. You would have to rewrite *everything* from TX in iTGB.
04/22/2009 (6:08 pm)
TX 2D is built upon XNA. Like XNA itself, it requires a lot of C# programming. Building levels, adding sprites, etc is much easier, but you will have to be a programmer to make a game for the Creator's Club Channel...or at least have a programmer working with you.TGB is a C++ engine built upon the traditional Torque platform. It does not comply with XNA or the Creator's Club, though we do have a version for official XBox developers with a devkit.
TX 2.0 and TX Builder 2.0 do come with a CC membership, but they do not include the engine source.
If you are looking at iPhone development, then TGB is the way to go as it is directly usable with iTGB. You would have to rewrite *everything* from TX in iTGB.
#4
04/23/2009 (1:31 pm)
i guess this is what my final question is, I have been working with the TGB demo not for a lil bit and i really like it. So is TX 2D have the same features from what i seen it does? like can in TX2d you do all the same things you can do in TGB for the most part as far as the drag and drop level is concerned and applying behaviors and all that? And when you said the CC membership TX2.0 does not come with the engine source what all exactly would that mean to me? Thanks for helping
#5
If you do not have the engine source and there is some core piece of tech that you want to work a certain way; you cannot make the engine do it simply. You can use other assemblies or rework other areas of the engine to get it to do strange things without the actual engine source, but those solutions often take much more time than it would with the actual engine source.
04/24/2009 (8:02 am)
It depends. They both have different base technologies and there are certain cross-overs. There are also certain things (like shaders) that do not cross over.If you do not have the engine source and there is some core piece of tech that you want to work a certain way; you cannot make the engine do it simply. You can use other assemblies or rework other areas of the engine to get it to do strange things without the actual engine source, but those solutions often take much more time than it would with the actual engine source.
#6
04/24/2009 (6:47 pm)
like all these TGB tutorials im reading and the code their showing me to use, when i go to start using Tx2D will that all be different or can i pretty much use that just the same thats my big question?
#7
04/24/2009 (10:27 pm)
No, TGB's code examples are TorqueScript. TX would be C#.
rockdude
Also if you madea game in Torque X2d how easy would it be to port it to iPhone or would it be possible at all?