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by raa brubb · in Torque 3D Professional · 01/20/2014 (3:33 pm) · 11 replies

Hey everybody, lately I was planning on building a FPS with Torque3D. Since Torque3D runs on C++, it has an amazing portability feature. But to confirm (as I am a nub with this engine), I was wondering if the engine and the game would run on the Xbox 360, PS3, PS4, Xbox One, Steam (PC), and Mac OS. Also I would like to port to the Steam OS, but that is not a priority. Anyone know if it's possible at all?

#1
01/20/2014 (3:48 pm)
This blogpost has some information on that stuff. Default T3D does not support anything but windows, but the ports on that page support mac and linux. I don't think console support is being worked on by anyone at the moment.
#2
01/20/2014 (11:12 pm)
In the thread he said he was porting it to OpenGL. Do consoles support that? If there is no possible way to port to consoles with what we have already, would it be hard?
#3
01/20/2014 (11:14 pm)
In the thread he said he was porting it to OpenGL. Do consoles support that? If there is no possible way to port to consoles with what we have already, would it be hard?
#4
01/21/2014 (5:29 am)
@raa what graphics library it uses depends on the console, pretty sure Xbox's use DirectX while PS's are more likely to use OpenGL.
Thats only the first step though, they might use custom version of these libraries, and you would have to develop the Platform code for each console you want it on, and there are possibly numerous changes around the engine that need console-versions of that code.
#5
01/21/2014 (9:05 am)
Ughh... Will assembly code run on Xbox 360 and PS3?
#6
01/21/2014 (9:38 am)
Even if you managed to get rendering working for the consoles, you'd still need to obtain a DevKit for the console you want to port to, which in itself, can be extremely difficult to do for an indie developer, not to mention very expensive as well.

As for the question of ASM on consoles, I would assume it would seeing as they run C/C++ as the standard language of choice for games.
#7
01/21/2014 (10:16 am)
raa brubb,
You could always start a project and get a solid proof of concept to gain interest with the console giants...It maybe a long shot but who knows they maybe interested in the project. I know for a fact Nintendo and Microsoft are looking for indie developers. It would be nice to get T3D to the point were unity is and maybe they'll open up the devKits to T3D powered games.
#8
01/24/2014 (12:33 pm)
Well, that won't be until my project starts. I'm trying to put together the best Torque3D package with better terrain rendering, OpenGL renderer, OpenCL with Bullet Physics, proper Anti-Aliasing, a Game Mechanics Kit, and Guidebot for advanced AI and face animations. Until I get ALL this working, I can't work on my project much less get it on consoles. Been trying to get info on the forums, but it's slow. I was wondering if it was possible to export the game to the web. When that the console plays it, it is actually a browser, it downloads the game and plays it using that. Would that work?
#9
03/03/2014 (10:26 am)
i'm a bit new but as far as i know the browser setup launches the game in the browser? maybe it streams some data but i'm fairly sure it still has to run on the system the same way.
#10
03/03/2014 (5:38 pm)
OpenGL on the PS3 is a bit of an internet myth, it does have it's own OpenGL like library called PSGL which i believe is based off OpenGL ES and uses NVidia CG for shader support. I don't know of any large title that uses it, the low level library LibGCM is what most appear to use. Getting decent frame rates on console hardware is not an easy task and i think T3D would need some big improvements particularly with multi-threading to achieve that.

As others have mentioned i would just focus on what platforms Torque currently supports and if you can generate enough interest with that, well than worry about the console market.
#11
04/22/2014 (11:00 pm)
If there is no possible way to port to consoles with what we have already.

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