Game Development Community

TSE or wait for Torque X??

by Jonathan A. Garay M. · in General Discussion · 08/18/2006 (11:01 am) · 12 replies

I have the TGE/TGB and i thinking about buy the TSE (for cool graphics :) )

the question is buy the TSE or wait for the Torque X ?

#1
08/18/2006 (11:04 am)
My understanding of it so far is that TorqueX only has SOME of the features of TSE. It is also worth noting that, since TorqueX is XNA, and XNA is dotnet, that protecting your code will not be quite as easy because C# is more easily reverse engineered than C++.

I personally am still looking forward to TSE being cross-platform. My game designs don't tend to be what one would call terribly console-oriented, so I think Mac and Linux ports have more possibilities for me.

That's not to say that TorqueX and XNA don't sound very cool, I really love coding in C#... but commercial exploitation of C# still concerns me from a protection angle.
#2
08/18/2006 (4:53 pm)
I also thought about getting a GG product (Torque Game Builder) but decided to wait for Torque X. But if you already own TGE and have started your game then maybe you should go with TSE since TGE can't be ported to Torque X easily.
#3
08/19/2006 (3:29 pm)
Very good question. For the GG guys: What elements of TSE and TGB will be in Torque X and how much will require us to purchase the TSE & TGB too? (The video of Microsoft's annoucement mentioned that Torque X will allow some integration with TGB.)

As far as code protection there are lots of code obfuscators. For Win32, there is even a tool that turns managed code into native code before shipping, ultimately making decompiling managed code on Win32 as hard as it is with C++, possibly harder if you run an obfuscator first. ;) See http://www.remotesoft.com/salamander/protector.html
Hopefully someone will eventually develop a similar tool for Win64 & the XBox 360 too making the whole decompile thing a total non-issue.
#4
08/19/2006 (7:55 pm)
Both...
#5
08/20/2006 (3:11 pm)
They said there would be a TSE 360 right?
#6
08/21/2006 (11:12 am)
There already is ;)
#7
08/21/2006 (11:22 am)
Just to clarify. As some other guys have pointed out. Torque Game Builder, Torque Game Engine, Torque Shader Engine, TSE360, and Torque X are all separate engines.
#8
08/21/2006 (11:31 am)
What will be the price point of Torque X. . . I presume you will have to buy it as a seperate product
#9
08/21/2006 (11:34 am)
It hasn't been posted yet, but I'm hoping about $100 range, similar to the other engines. But I suspect it'll be more :(
#10
08/21/2006 (2:01 pm)
I've had my faith tested before... but always come back
to

CROSS PLATFORM

C++


imo
TSE, baby

:)
Sumner
#11
08/21/2006 (2:22 pm)
Torque Shader Engine is DirectX only right now. So no "CROSS PLATFORM". Torque X is cross platform though: Windows and XBox 360 :-P
#12
08/21/2006 (3:37 pm)
I got the impression that Torque X is a TGB TSE Hybrid thats dumbed down in a similar fashion ot TGB to make it easier to make simple games suitable for the Game Creators club. Sounds like the Creator club is more for hobbyists and you will most likely want TSE to do more serious complex games.

I expect that the pricing will reflect that with TSE 360 coming in at $25,000 per 360 title on release, and I think TX will most likely be more reasonably priced to fall in with the nature of the creators club.

Thats what I anticipate anyway.