Game Development Community

dev|Pro Game Development Curriculum

Torque X 4.0 CEV – Status Update 17 Ott. 2010

by Giuseppe De Francesco · 10/17/2010 (12:11 pm) · 14 comments

Here we are with another update about this port. The team has done a great job so far, so let me give you the status in a bullet point format:

  1. The Beta is now open to 2D and 3D games (Windows and Xbox)
  2. At the moment the Beta is about porting existent games because the editors are not usable yet.
  3. Because the project nesting API have been removed in GS 4.0 the editors (for both 2D and 3D) will not be the same as 3.1.5, they’ll be a new version of both editors for 4.0.
  4. A bug tracking system has been setup. This bug tracking system will stay alive only during the Beta program: the release version bug tracking will be the TRAC based system built in the SVN repository.
  5. Everybody, even not taking part in the Beta, can subscribe to the bug tracking system to stay updated in real time on the current porting status.
The major task to port this on Windows Phone 7 will be to perform a deep code optimization: Torque X wasn’t written having a mobile phone in mind so there is a lot of coding that is accepted on Win/Xbox but is considered a logic error when programming on embedded systems and mobile devices. This optimization will improve the Win/Xbox performances as well, so there is a bright side also for people not interested in the phone deployment.

About the author

In the software eng. field since 1981, in charge of R&D during last 10 years. IEEE Senior Member (and volunteer).


#1
10/18/2010 (9:54 am)
I'm not really into the TorqueX engine but had to comment that I'm always amazed at just how much effort you're putting into Community version of this engine.

Congrats to both the guys working with you and yourself it's a great effort.
#2
10/18/2010 (4:05 pm)
Man, if I wasn't busy/sleep deprived with the twins, I'd be all over this.
#3
10/18/2010 (5:06 pm)
Kids are a way better experience ;)
#4
10/19/2010 (12:58 am)
I have never got into TorqueX... just let me understand. This engine allows for compiling in Visual Studio and deploying to an XBox? It is a completely new implementation using .Net? Does it support TorqueScript? Can anione point me to a description of this engine?
Thanks

#5
10/19/2010 (1:10 am)
Hey Guimo! It is built on XNA, so TorqueScript is not available. It is a C# engine. You can find the product page here:[url=]http://www.torquepowered.com/products/torque-x[/url] and the XNA site here: [url=]http://create.msdn.com/en-US/[/url].
#6
10/20/2010 (2:14 am)
Thanks David!
Hmmmmm... I can't afford the luxury of rewriting all the script code for my game. Is there any Torque engine which supports TorqueScript and runs in the XBox?
#7
10/20/2010 (1:36 pm)
I believe the only Xbox 360 engine that allows TorqueScript is Toqrue 360. That is only for those who have the full Xbox dev kit from Microsoft though. That can run you a nice bit into the thousands, and I don't think they give it to indie developers. I could be wrong on that last part though.
#8
10/20/2010 (2:12 pm)
@Quentin
If you are an indie studio with a secure source of funding and proven projects that they would like to see in the platform, they will work with you. But you will need a strong funding source to get through the certification hoops since you will most likely need to make a lot of expensive changes along the way.
#9
10/20/2010 (6:30 pm)
@David
Ah ok. Thanks for clearing that up. My small pocket will only hold the cash for an indie PC or XNA engine. :)
#10
10/30/2010 (5:53 pm)
Gotta say, it's great that you're driving this forward. If I understand correctly, Gargage Games is not certain of what will become of Torque X with the advent of XNA 4.0, so you are driving this forward? Does this mean that this will become and 'official' version or this will remain a separate branch?

Anyways, keep up the good work!
#11
10/31/2010 (12:26 am)
@Arden: that'll be up to IA. My guess is that will happen just like before (3.1.4->3.1.5) so the CEV will become the official next version: IA has access to this port, but it's up to them to decide what to do.
#12
10/31/2010 (3:15 am)
Well, it's good to have such dedicated community members :)
#13
11/06/2010 (1:02 pm)
You said the editors will be changed to reflect 4.0.
Can you use the current editors to create your levels then use it in the port or is the difference too great.

Or in other words can the xml/txscene files that the current editors create be used directly in the port or do they have to be ported as well?
#14
11/06/2010 (1:19 pm)
Hey Bill,

thanks for asking. The mere porting (opening an existent game using VS2010 and changing the references) as a result gives you the usual environment so the 3.1.5 editor works just fine. The problem exists on new projects (created using VS2010) because Microsoft removed the API to create nested projects, thus the "data" project will not be created any longer nested in the game project, it will have a folder of its own, that's why the current TXB won't work... it won't find the content in the usual place. This is the sole difference at TXB level.