Game Development Community

Torque for DS?

by James Knowles · in General Discussion · 05/02/2009 (2:46 pm) · 6 replies

I was just wondering if there was any talk or development of a torque engine for the Nintendo DSi or DS.

#1
05/02/2009 (3:58 pm)
It is VERY hard to make a game for a console with a cartridge... Not only do you need special permission from Nintendo to get a license, find the right materials, AND get a DS exporter, but you also need to burn it onto a DS cartridge, which can cost lots of cash for the burner, and it could take a long time to get enough cartridges.

I do not believe it is worth GGs time to do that, and although it would be interesting, I highly doubt that it would be easy (nor cheap) for this to happen...
#2
05/02/2009 (4:04 pm)
It is best to have some type of 'demo' of your game, then present the idea to the game box creators (or whatnot). If your game is kickass you move forward from there and learn alot of 'good' information along the way. Worrying about conversion and portability before the game is 'real' is the same as a cart before the horse argument.
#3
05/02/2009 (5:18 pm)
You probably don't use cartridges at all for DS development. There are dev DSes :)

Now that the DSi has (or is getting) a store for downloadable games, indies could possibly develop for it. The question is if it's worth the bother for GG.
#4
05/03/2009 (6:23 pm)
I am currently using a DSi and making some homebrew, and i have hopes to eventually get a legit DS sdk. Since the engine will probably use a software renderer, i think it is trivial to make an engine support DevKitPro AND the official sdk.
I am considering starting work on a simple engine for the DSi and when i get the official SDK i will make it also work for the legit libraries. It would be awesome if a commercial engine like GG or unity exposed this functionality, but i dont think itll ever happen.. at least nothing public.. sure would be nice if there was something i could do to use TGB and make a DS exporter :P
#5
05/04/2009 (9:43 am)
For the DS, I'd use OpenGL ES. Homebrew is pretty close to actual hardware, from what I understand. The leaked docs are what much information is based on, in fact.

We can all dream of the day TGB is a full IDE which integrates with the different compilers, codesigning tools and so on :)
#6
05/05/2009 (7:59 am)
It wound not be public and it would require a special console license for the engine just like our other console licenses.