Game Development Community

Torque X 2D Vs. TGB

by Alendor E. Vulaj · in Torque X 2D · 05/15/2009 (5:25 pm) · 8 replies

I looked through the forums for this question sadly it won't let me see the results. Can anyone explain the differences between the two besides the 100 bucks?

#1
05/15/2009 (7:50 pm)
Let me give some things about each, this is a quick and small list though, and I don't use TX, so it may not be 100% accurate:

TX:
1. Need to be a XNA creator to publish your game.
2. Supports shaders.
3. No OpenGL support.
4. Only supports Direct3D.
5. Not cross-platform.

TGB:
1. Anyone can publish their game.
2. Does not support shaders (will in the future).
3. OpenGL support.
4. Can also support Direct3D.
5. Cross-platform support.

So basically, unless you want to use a game engine that is part of XNA, I suggest you use TGB, because shader support is "supposedly" coming soon.
#2
05/15/2009 (9:41 pm)
You can still publish your TX games on Windows without being a member of the MS club.

TX is C#-based, TGB is TorqueScript-based.
#3
05/16/2009 (9:54 am)
@Tyler

You need to be an XNA creator to publish your game on Xbox LIVE Community Games. You can publish on Windows without this and if you sign up for Microsoft's DreamBuildPlay you can get a free trial for XNA Creator's Club.

The main benefit of Torque X is the publishing to the Xbox on the cheap compared to traditional avenues.
#4
05/16/2009 (12:14 pm)
Well the rest of it is true, I know it for a fact...
#5
05/16/2009 (3:20 pm)
Great info thanks guys.
#6
05/25/2009 (12:08 pm)
TGB's documentation appears to be significantly more complete. Torque X doesn't have a GUI builder. Everything in TX is components (like the behaviors introduced in TGB 1.5 but used for collision, world limits, physics, practically everything). Prefer to use a templating mechanism for object creation. No automatic callbacks - if you want to know when an object has collided (animation ended, etc.), prepare to write a lot of not-very-friendly C# delegate code. Trigger objects are gone, but you can make a trigger using scene objects and lots of delegate code. Must manually implemented a clone method for every settable property on an object (non-negotiable; if you miss one, you'll get a runtime Assertion error). TX is significantly more work than TGB. i don't think there's any A* support in TX (it's relatively new in TGB). Can only load one image at a time into the TX editor and can't drag and drop images into it

Interface for the level builder is almost exactly the same. You still have the particle editor, tile maps, animated sprite builder, world limits, etc. Just no GUI builder or triggers and a lot of the edit functionality is now hidden in the new components tab

TX is a set of tools to write XNA-based games, where XNA is the managed (java-like) version of DirectX. It is cross-platform the same way XNA is - you can use Windows, X-Box and Zune (presumably). No iPhone or Mac support

TX requires you to have a specific version of Visual Studio and XNA. This is kind of a problem since, until a few weeks ago, it required Visual Studio 2005 which you can no longer download (there's now a new version of TX which supports the XNA version that went live last Fall)

C# is strongly typed, unlike TorqueScript, and has all sorts of nice things like hashtables. Much, much better IDE for writing code

Being an XNA tool, you can use all the XNA tutorials and features (however, given how big XNA is, i'm frankly surprised there aren't a lot more cool XNA functions, samples, etc.)
#7
05/25/2009 (5:23 pm)
Very nice baylor thanks a lot.
#8
05/28/2009 (11:16 am)
I am not surprised at the lack of stuff from the XNA community. They all seem a lot more like the type of guys that want to write their own game engines than game designers : )

There are a few of us who were quite psyched about torqueX. I'd really like to see how many people do use it. I think that outside of John's game there is maybe one other game on the system that uses it. There will more I guarantee that.