Game Development Community

Torque for Wii

by James Laker (BurNinG) · in Torque Game Engine · 07/18/2007 (8:00 am) · 10 replies

Okay... the news is out and everyone is extremely excited!

But we (the community) really know nothing as there's no real beef about it. GG now that you have our attention, please give us a littttle more than just a press release!

Things I would like to know:
- Is this going to be an upgrade to TGE (TGEA in the future?)
- Licensing & Pricing

I could've mailed sales@garagegames.com but I'm sure there are many people who would like to know more.

Links:
www.gamedev.net/community/forums/topic.asp?topic_id=455841

#1
07/18/2007 (8:03 am)
Topic: Learn more on Torque for Wii
Quote:
Is this going to be an upgrade to TGE (TGEA in the future?)
Re the TGEA part, highly unlikely - you do understand the restrictions of the Wii hardware wise don't you?
#2
07/18/2007 (8:08 am)
There have been a number of topics about it.

Currently, the pricing is unknown as it is still being determined between Nintendo and Pronto as to licensing costs plus any additions that GG will add on. On top of that, the WiiWare production costs are still unknown. What is known is that (at this time), you must use a dedicated DevKit for the Wii. Whether it is the standard DevKit or a special WiiWare one (if that is your target rather than the box industry). Pricing will most likely be different depending on the distribution venue.

Most likely TGEWii will be a separate product like TGEA 360.

All of the particulars for licensing are still being worked out so they cannot let us know that yet. And, as I noted before, pricing is as well. As well as the particulars of WiiWare, the Wii DevKit availablility, channel model, etc.

It is clear that the WiiWare initiative wants new games, not necessarily ports of PC games like many of the XBLA titles.
#3
07/18/2007 (8:10 am)
TGE-A will not in any way be ported to the Wii--the Wii hardware cannot support anything that TGE-A brings. The Wii does not support shaders at all (which means no MK either).

Licensing and cost information is totally dependent on the final strategy Nintendo has for indie developers, which has not been released to anyone. Once we find out their real plans, we will be able to provide additional information.
#4
07/18/2007 (8:22 am)
Yeah... Didn't think TGEA would be supported... But someone had to ask anyway :P I see now Wii does run a variant of Opengl, so when and if GG decides in a few years (being realistic) decide to add the Opengl code to TGEA, it might.

And the link you've sent is not the official development from GG as far as I can see. Would also like to know how the lisencing will work with the Wii service, etc. :)
#5
07/18/2007 (8:26 am)
As has been mentioned in some other threads, the Press Release is the official notice. No more "official" information is available, for various reasons stated above.

As we learn more, we will let you know. The announcement simply states that Torque has been ported to the Wii, is being used in active development for a current Wii title (Pronto Games' title), and that a license agreement will be available for the general public in the future).
#6
07/18/2007 (8:34 am)
Cool... Thanx guys!
#7
07/18/2007 (8:35 am)
Quote:Re the TGEA part, highly unlikely - you do understand the restrictions of the Wii hardware wise don't you?

Well, keep in mind that people were able to get bump mapping working on the Xbox(similar to DirectX 8.1) and the Wii hardware capabilities should allow bump mapping. While a TGEA port would not be practical, there's no reason why rendering features wouldn't be.
#8
07/18/2007 (8:44 am)
Quote:
While a TGEA port would not be practical, there's no reason why rendering features wouldn't be.
I agree.
#9
07/18/2007 (8:52 am)
Sorry guys, but take another really good look at the video capability, and especially available memory on the Wii.

* 88 MiB main memory (24 MiB "internal" 1T-SRAM integrated into graphics package, 64 MiB "external" GDDR3 SDRAM)[46]
* 3 MiB embedded GPU texture memory and framebuffer.


You start throwing around render to texture, multi-pass texture processing, and continuously pushing new textures to the video memory and you'll bring it to a crawl, or have a level consisting of extremely light geometry and not much texture differences.
#10
07/18/2007 (4:12 pm)
Well the Wii's built for fun and it doesn't rely on rendering power (or the expense that goes along with such consoles) to deliver it. That's why I and most probably a lot of other people love it so much.

The vague point was that in time creative developers are always coming up with ways to push the envelope and achieve results that seem to exceed the limits of hardware.