Torque X vs Torque Game Builder
by Javier Canon · in Torque X 2D · 11/15/2007 (7:16 am) · 3 replies
Hi, some questions, and i only have money for one PRO product:
1. Torque X = TGB, in functionality?, same physics, methods, objects, load dts objects (i need this), etc...
2. Apparently is TGB community, addons, etc better than Torque X?
3. I am planning an isometric game style, but i want use 3DShapes for buildings, objects and players, wich is the best choice TGB or TX?
4. Its possible or is very difficult port TGB packs to TX? (like adventure pack)
1. Torque X = TGB, in functionality?, same physics, methods, objects, load dts objects (i need this), etc...
2. Apparently is TGB community, addons, etc better than Torque X?
3. I am planning an isometric game style, but i want use 3DShapes for buildings, objects and players, wich is the best choice TGB or TX?
4. Its possible or is very difficult port TGB packs to TX? (like adventure pack)
About the author
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#2
I see in blogs that coming up a Isometric Pack for TGB.
I was thinking to in TGE + RTS pack, but i dont know how dificult is to simulate and isometric game.
11/15/2007 (2:59 pm)
Thanks john, my target is PC and i want a commercial game, but i am more confortable and more productive with C#, my skills in c++ is so so. For the other hand i am a newbie game developer, not very good with 3D maths, physics, etc...I see in blogs that coming up a Isometric Pack for TGB.
I was thinking to in TGE + RTS pack, but i dont know how dificult is to simulate and isometric game.
#3
I too am a C# developer primarily (havent done c++ since college com sci), but I also understand that a 3d game will be much much more difficult, but the flexibility gained is what is drawing me to it. I want the ability to have 3d terrain with height, and 3d art assets that I can "mount" items onto as needed (such as weapons, armor, etc). I personally have chosen Torque X 3d when it ships to be my rendering engine of choice. (hopefully it ships soon!!)
11/16/2007 (7:23 pm)
Like you Javier, I am planning on a isometric style game. After getting some good insight from the community here and doing some research, I decided on a full 3d implementation (although I am messing with Torquex 2d aspects to familiarize myself with how it works, the pipelines, and to get my feet wet so to speak).I too am a C# developer primarily (havent done c++ since college com sci), but I also understand that a 3d game will be much much more difficult, but the flexibility gained is what is drawing me to it. I want the ability to have 3d terrain with height, and 3d art assets that I can "mount" items onto as needed (such as weapons, armor, etc). I personally have chosen Torque X 3d when it ships to be my rendering engine of choice. (hopefully it ships soon!!)
Associate John Kanalakis
EnvyGames
1. Very close, Torque X doesn't easily load DTS objects
2. TGB is much older and has a larger following, so there are more articles and resources
3. Both engines will work the same way, this depends on your art, Dan Pascal has a great video tutorial on this.
4. It is possible, but it is also a bit of work to do it. You'll need to spend some time with images editors, like Photoshop
Both engines are great, but they each serve a different purpose. In my personal opinion (I'll get in trouble for this) TGB is a better solution for making commercial games for Windows and MacOS, while Torque X seems to be geared towards non-commercial hobby projects for Xbox 360. I've written games using both engines and I really enjoy working with Torque X the most.
John K.