Game Development Community

PS3/X360 TSE port for commercial use.

by Kaj Eijlers · in General Discussion · 01/12/2007 (4:21 am) · 6 replies

Hi,

I am still interested to find out what the status is on ports as mentioned in the subject. EULA states you can't port it yourself without approval (ouch!), and last I read there were no plans to port it to PS3.

So what if you're a licenced PS3 developer (I work for one) and would like to use TorqueX?

Any help/info/pointers would be appreciated.

Kaj

#1
01/12/2007 (7:10 am)
The PS3 does not use XNA and .NET, does it? It would make MUCH more sense to port TGE-A to the PS3 than it would to fit an Microsoft XNA peg into a Sony hole.

EDIT: Or TGB.
#2
01/12/2007 (7:37 am)
Well, since an OpenGL version was always on the list that should bring it fairly close to PS3....besides, the render pipes aren't THAT difficult on the different hardware solutions, they all boil down to passes and fragments in the end.

Kaj
#3
01/12/2007 (7:47 am)
TorqueX doesn't use OpenGL, though. It uses the .Net framework, XNA GSE and a rewritten TAP framework. I guess you would put a huge amount of time into creating a Mono port for the PS3 and the official API, but I think it would be vastly more simple to just port TGE-A or TGB to the PS3 API.
#4
01/12/2007 (8:07 am)
It's probably impossible to port TorqueX to the PS3, since it's using Microsofts stuff as David said.
It is theoretically possible to port TSE (TGEA) to the PS3, but it'd be so much work that it's probably faster to write your own PS3 engine from scratch.
TSE doesn't have a suitable multithreading model and is based on DirectX (opengl is no longer in the list of TSE features afaik). Also, some of the hacks which you can find in the source code, such as casting pointers to 32 bit integers, would cause endless problems on the ps3.
Nothing that can't be fixed given enough time, but if I were you I'd rather start with a new, blank project file.
#5
01/12/2007 (8:26 am)
@Kaj : if your company would be interested in exploring this topic further, please contact myself or Davey Jackson via email, or call our office directly and ask to speak to Davey. Torque X of course will not be ported to the PS3, but there are other options we can discuss.

Quote:
TSE doesn't have a suitable multithreading model and is based on DirectX (opengl is no longer in the list of TSE features afaik). Also, some of the hacks which you can find in the source code, such as casting pointers to 32 bit integers, would cause endless problems on the ps3.
Nothing that can't be fixed given enough time, but if I were you I'd rather start with a new, blank project file.

All of these statements are not correct, except the last one that's an opinion.

Hadoken, I've corrected your posts before about this and similar topics. Please stop spreading incorrect information as if it were fact.
#6
01/12/2007 (9:07 am)
I hate arguing, especially because I don't really care about how mr kaj is going to spend his money.
So I'll just take your word for it.
I'm happy about the fact that opengl is in the tse features list, and the same thing for SPU support. That's very good news.