Game Development Community

TGE 1.5 For Xbox360

by Thanhda Tie · in Torque Game Engine · 01/16/2007 (5:03 pm) · 11 replies

Just wondering. with the new XNA, will it be posible to port TGE 1.5 to the 360? or are they only planning to allow TGB and TGEA to be portable. Reason i Ask, is because i'm already started developing it for TGE 1.5, mainly for the CG bloom and DRL resource.

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Digital Shock President & CEO, Thanhda's main role is to direct the business development team, and all other technical development. Thanhda began as a business relations manager & programmer, and has since worked on many projects.


#1
01/16/2007 (5:35 pm)
TorqueX and TGE are completely different beasts. You will have to completely re-write any TorqueScript in C# and any functionality not included in TXE will have to be pulled from XNA GSE.
#2
01/17/2007 (8:42 am)
There is a version of TGE for xbox/xbox360, but this is not part of XNA and doesn't allow you to deploy your apps to your personal xbox. However, if you develop a title and a publisher along with MS agrees to publish it on xbox, you can recompile a TGE game using GG xbox version of the TGE engine. I'm told it requires an additional GG license, and I don't know pricing, but the point is, you are supposed to be able to deploy a TGE game on the xbox
#3
01/17/2007 (4:51 pm)
Thats perfect. thats the answer i was looking for. I dont need to have it running on the xbox 360 at this moment. but i would like to be sure that it will be a posible port for the 360 if ever it is ready for such thing. I also noticed in the product section, there is a Torque 360. what exactly is that. looks new to me. any info about that?

edit:
and are you sure there is a TGE 360 engine? or is there only a TGEA 360 engine out there.
#4
01/17/2007 (5:10 pm)
TGEA is the only 360 engine.
#5
01/17/2007 (9:06 pm)
Really, I didn't realize that, I thought both TGE and TGEA had 360 versions, but I gues TGE just has the original Xbox version?

With that said though, is it true that a TGE game (without engine code changes) should recompile under under TGEA without additional changes? They both use the same Torque script, right? I asume TGEA has some advance script extensions, but I also assume they aren't required to use TGEA?

Is there an ETA yet when TGEA will be production? Are we really safe to be developing with it yet?
#6
01/22/2007 (10:02 pm)
How about this?

"CodeOnce
Reach a wider audience by publishing your game on multiple platforms.
The same scripts will run on Windows or OSX, and can be ported into other Torque products as well. There is also a community-supported Linux version, and you can build your game onto Xbox 360 with a separate license. We are committed to multi-platform functionality, and are always looking to increase our platform support. Learn more..."

www.garagegames.com/products/torque/tge/features/
#7
01/23/2007 (7:55 am)
The platform layer may work with TAP, which would include TGB, TGE, and TGEA. But since I have not seen the 360 version of TGEA, I do not know where it is implemented. I would assume in the platform layer, though. And it would make sense to make it as TAP-centric as possible to allow for TGB/TGE/TGEA usage. But you are asking questions that people with the TGEA 360 license most likely cannot answer as they are under NDA's about the inner workings of the tech.
#8
01/23/2007 (11:45 am)
My question is: "is there a TGE 360".
#9
01/23/2007 (12:12 pm)
No, there is not, and I honestly don't understand what your quote earlier about "CodeOnce" has to do with a hypothetical TGE 360 codebase.
#10
01/23/2007 (4:28 pm)
Okay, i'm not asking if there is a TGE 360. sorry. i meant, is TGE portable to 360? or does it have to be reworked into TGEA then into 360. The codeone was just a feature within TGE. so i just presumed that meant it was portable to be put onto the 360, with the seperate license. Am i wrong?
#11
01/24/2007 (7:28 am)
The scripts (TorqueScript) are "code once", not the C++ code.