GG Employees: TorqueX Builder 3D
by Ron Kirkland · in General Discussion · 07/15/2008 (9:37 am) · 3 replies
Checking up on the status of the builder, and I have some other questions about TorqueX here:
www.garagegames.com/blogs/44338/14793
I have a few questions..
If i use TorqueX and Torque Builder, then I find some example code at XNAs creator resource site, will those type of resources drop in as easily as someone that doesn't use TorqqueX?
TorqueX codebase + TorqueX Builder for Windows PC development: What netcode is being utilized, is it the torque network library ported to C# ?
Will one license cover making games for 360 & Windows?
Can DB implementation be done the same way as usual in any standard C# aapplication?
How close is a beta (or release) date? (as mentioned in the opening info, it was close to 'weeks' instead of months some time ago)
www.garagegames.com/blogs/44338/14793
I have a few questions..
If i use TorqueX and Torque Builder, then I find some example code at XNAs creator resource site, will those type of resources drop in as easily as someone that doesn't use TorqqueX?
TorqueX codebase + TorqueX Builder for Windows PC development: What netcode is being utilized, is it the torque network library ported to C# ?
Will one license cover making games for 360 & Windows?
Can DB implementation be done the same way as usual in any standard C# aapplication?
How close is a beta (or release) date? (as mentioned in the opening info, it was close to 'weeks' instead of months some time ago)
About the author
#2
It depends on their dependencies and how they are implemented. There's no realistic way to answer this for all of the variations on the CC site. There is some very cool stuff there, but whether it will work on the 360 is also a consideration, and much of the XNA 1.0 projects were using .Net network assemblies and still have not been converted over (I'm speaking of forum activity). Worked wonderfully on the PC with XNA, but not on the 360.
I'm not sure what work is happening on the netcode. One of the huge issues is that Microsoft has implemented its own netcode system for XNA 2.0 which means that to keep compatibility between PC and the 360, this implementation needs to be used if compatibility is required.
07/17/2008 (12:50 pm)
Quote:If i use TorqueX and Torque Builder, then I find some example code at XNAs creator resource site, will those type of resources drop in as easily as someone that doesn't use TorqqueX?
It depends on their dependencies and how they are implemented. There's no realistic way to answer this for all of the variations on the CC site. There is some very cool stuff there, but whether it will work on the 360 is also a consideration, and much of the XNA 1.0 projects were using .Net network assemblies and still have not been converted over (I'm speaking of forum activity). Worked wonderfully on the PC with XNA, but not on the 360.
Quote:TorqueX codebase + TorqueX Builder for Windows PC development: What netcode is being utilized, is it the torque network library ported to C# ?
I'm not sure what work is happening on the netcode. One of the huge issues is that Microsoft has implemented its own netcode system for XNA 2.0 which means that to keep compatibility between PC and the 360, this implementation needs to be used if compatibility is required.
Quote:Will one license cover making games for 360 & Windows?You can make games for both. However, you must go through all of the processes detailed on the CC site. When it comes time for a publication deal, you will have additional hoops to jump through for certification.
Quote:Can DB implementation be done the same way as usual in any standard C# aapplication?It depends on the 360 compliant DB ties in XNA. I do not know of any built into the system.
Quote:How close is a beta (or release) date? (as mentioned in the opening info, it was close to 'weeks' instead of months some time ago)Hopefully soon.
#3
07/17/2008 (9:05 pm)
Thank you
Torque 3D Owner Ron Kirkland