Tgea and xna
by Tom · in Torque Game Engine Advanced · 06/30/2007 (9:42 am) · 11 replies
Hi,
i have read somewhere ( would have to look again...) that tgea will have xna support (eventually) i was jsut wondering if:
1) is this true (althouhg i know that since development might be secret, this may not be answered)
2) wouldnt that be cool!!! tgea on xbox 360, instead of 2d torque x)
3)when might this transition occure?
4)is there maybe a way to get tgea to run on xbox 360 right now (compile with c# or some other way)
well, the above are more for discussion then for anything else, but i jsut like to know what everyone thinks:)
i have read somewhere ( would have to look again...) that tgea will have xna support (eventually) i was jsut wondering if:
1) is this true (althouhg i know that since development might be secret, this may not be answered)
2) wouldnt that be cool!!! tgea on xbox 360, instead of 2d torque x)
3)when might this transition occure?
4)is there maybe a way to get tgea to run on xbox 360 right now (compile with c# or some other way)
well, the above are more for discussion then for anything else, but i jsut like to know what everyone thinks:)
#2
i know that xna and tgea are different products, i meant that tgea will be able to use xna or whatever to allow a game created with tgea, to be put on the xbox 360 via xna and that subscription required.
06/30/2007 (12:04 pm)
What i meant is that maybe, (like for example torque x is able to create xna games) tgea wil be able to produce xna games, that will take full advantage of shaders, and all the niceness.i know that xna and tgea are different products, i meant that tgea will be able to use xna or whatever to allow a game created with tgea, to be put on the xbox 360 via xna and that subscription required.
#3
06/30/2007 (12:57 pm)
I understood what you meant, but XNA is a completely different programming language (C#), and TGE-A doesn't need it for shaders, etc--it implements them all in c++.
#4
i knwo that they are completly different languages, and i know that tgea uses c++ (my fav lang) to implement them
what i mean, is (correct me if im wrong) torque x for example is also written in c++, and yet, it can use xna to put games created with it to be put on the xbox 360.
what i am discussing is that if tgea will eventually also be able to use xna (like torque x is) to allow games created in tgea to be put on the xbox 360 via xna (without the microsoft sdk etc) thereby allowing 3d shaded games compared to the 2d torque x games
06/30/2007 (4:31 pm)
Hmmm, i think we may have some communication problemi knwo that they are completly different languages, and i know that tgea uses c++ (my fav lang) to implement them
what i mean, is (correct me if im wrong) torque x for example is also written in c++, and yet, it can use xna to put games created with it to be put on the xbox 360.
what i am discussing is that if tgea will eventually also be able to use xna (like torque x is) to allow games created in tgea to be put on the xbox 360 via xna (without the microsoft sdk etc) thereby allowing 3d shaded games compared to the 2d torque x games
#5
No, TGE-A will never use XNA, nor can games made with TGE-A be deployed directly to a retail XB360.
Torque X will have a 3D layer, which is currently in development.
06/30/2007 (4:44 pm)
Torque X is not written in c++. It is written in c#.No, TGE-A will never use XNA, nor can games made with TGE-A be deployed directly to a retail XB360.
Torque X will have a 3D layer, which is currently in development.
#6
06/30/2007 (5:42 pm)
Will Torque X 3D layer be similar to TGEA? or just add some 3 dimention to TGB.
#7
like i said correct me if im wrong, i didnt know that torque x was written in c# well that certainly explains a thing or two
so, now is the question could one (in theory) develop sorta like a bridge between tgea and xna with c#? thats is now the realy question lol
idk about u, but i'd much rather have tgea than torque x (unless it gets similar to tgea with like shaders and atlas, and 3dness
but yeah thanks for making this clear that torque x is in c# :)
06/30/2007 (5:54 pm)
Stephen, easy i am just speculating! like i said correct me if im wrong, i didnt know that torque x was written in c# well that certainly explains a thing or two
so, now is the question could one (in theory) develop sorta like a bridge between tgea and xna with c#? thats is now the realy question lol
idk about u, but i'd much rather have tgea than torque x (unless it gets similar to tgea with like shaders and atlas, and 3dness
but yeah thanks for making this clear that torque x is in c# :)
#8
06/30/2007 (6:00 pm)
It would probably be easier to write a ground-up engine in C# than to port/make a bridge between TGEA and XNA. I think this is one of the reasons why TorqueX was written from the ground up.
#9
07/02/2007 (6:21 am)
Plus, you would not be abiding by your TGEA license if you attempted to port it to the 360.
#10
07/02/2007 (7:32 am)
David, rly? even when u just would make a game that runs on the 360 for yourself without any distribution or intend to share/sell?
#11
http://www.garagegames.com/blogs/70688/13035
according to this, with terrains, does that mean torque x is alredy capable of 3d and not jsut 2d?
07/02/2007 (7:38 am)
Quicky:http://www.garagegames.com/blogs/70688/13035
according to this, with terrains, does that mean torque x is alredy capable of 3d and not jsut 2d?
Torque 3D Owner Stephen Zepp
TGE and XNA are completely different products, written in completely different languages.
Now that being said, TGE-A has had a (c++) XBox360 platform layer for more than a year and a half, that is available for commercial purchase. Purchase of the license currently requires individual approval on a per customer basis, and normally also requires you already have a working TGE-A game (at least a demo), as well as a Microsoft assigned dev slot for the 360, as well as MS provided development kits (hardware).
But again, this has absolutely nothing to do with XNA. It's basically the "standard" commercial method for putting games on the Xbox, not the XNA initiative.