Xna 2.0
by Dro Sarhadian · in Torque X 2D · 11/19/2007 (9:40 pm) · 20 replies
First off, I just wanted to let everyone know that XNA 2.0 has reached a public beta state. You can download it at http://www.creators.xna.com.
I was also wondering, how long until we have XNA 2.0 version of Torque X and the Torque X Platformer Kit?
I was also wondering, how long until we have XNA 2.0 version of Torque X and the Torque X Platformer Kit?
About the author
#3
Does anyone know when a new version of Torque X will come up supporting XNA 2.0? I'm guessing around the time of the real release of XNA 2.0?
11/21/2007 (8:55 am)
Thanks for correcting my mistake. I feel ashamed. Does anyone know when a new version of Torque X will come up supporting XNA 2.0? I'm guessing around the time of the real release of XNA 2.0?
#4
Can anybody at GG comment on if it will have automatic networking support? (eg. automatic synchronization like regular Torque)
This is something I've been wanting for a couple of years! :)
11/21/2007 (10:11 am)
Do we even know for sure that there will be a TorqueX v2.0?Can anybody at GG comment on if it will have automatic networking support? (eg. automatic synchronization like regular Torque)
This is something I've been wanting for a couple of years! :)
#5
11/21/2007 (10:18 am)
As has been stated before, the network model will be determined based on the final network implementation with XNA. So realistically, it may not have it in the first rev, but most likely will in later revs.
#6
considering at the beginning of november Thomas said on the forums that the new version of TX was in internal QA, i'd be willing to bet they aren't going to wait to update for xna 2.0 (and quite frankly hope they don't).
11/22/2007 (6:51 pm)
Chances are there wont be anything past what xna is providing, which in 2.0 is only xbox live and windows live support. you can of course use system.net.considering at the beginning of november Thomas said on the forums that the new version of TX was in internal QA, i'd be willing to bet they aren't going to wait to update for xna 2.0 (and quite frankly hope they don't).
#7
John K.
11/22/2007 (9:06 pm)
I definitely agree with Jonathon. I took the Torque X source code (via the Pro license) and ran it through the XNA 2.0 upgrader and ran into a few problems. It will definitely be better to get the Torque X 3D version out before the XNA 2.0 upgrade. John K.
#8
I also have another question, can we use the TorqueX dll with a 2.0 project?
12/02/2007 (9:05 am)
Now that the 3D beta of TorqueX is out, will we see an update to TorqueX 3D, TorqueX, and PlatformerStarterKit to XNA 2.0?I also have another question, can we use the TorqueX dll with a 2.0 project?
#9
1. we have TGE - 3D gaming environment. there is of course TGEA for advanced effects, etc
2. we have TGB - 2D gaming environment. There there is TGBX - 2D for XNA development (xbox)
3. there is Torque X and Torque X 3D which seems to be for XNA development as well and you can use TGBX for this to help set the stage...
Is this all correct?
I'm just starting out with XNA and I'm wondering why I should use Torque X and/or TGBX instead of just going with straight C#... sounds like GG just created its own layer to make things a bit easier?
So confused.. and the GG web site doesn't help much...
12/03/2007 (5:59 am)
Cripes..... how many products do we need here GG? I'm so confused! Lets see:1. we have TGE - 3D gaming environment. there is of course TGEA for advanced effects, etc
2. we have TGB - 2D gaming environment. There there is TGBX - 2D for XNA development (xbox)
3. there is Torque X and Torque X 3D which seems to be for XNA development as well and you can use TGBX for this to help set the stage...
Is this all correct?
I'm just starting out with XNA and I'm wondering why I should use Torque X and/or TGBX instead of just going with straight C#... sounds like GG just created its own layer to make things a bit easier?
So confused.. and the GG web site doesn't help much...
#10
The 3D portion of TorqueX just went into open beta. The 2D portion has been out for quite a while.
TGE/A are the C++ 3D engines while TGB is the 2D C++ engine. All three allow use of TorqueScript for scripted development.
EDIT:
And the reason to use an engine (TorqueX for example) is that there is a lot of predefined functionality that you would not have to build from the ground up in C# and XNA. It's like asking why use Unreal when I could use DirectX and C++. It's for the wheel you don't have to reinvent.
12/03/2007 (6:29 am)
TorqueX is 2D and 3D. TXB (TorqueX Builder) is a visual development environment for TorqueX that was based around the toolset for TGB. That's why people who have pro licenses for TGB received a license for TXB as well.The 3D portion of TorqueX just went into open beta. The 2D portion has been out for quite a while.
TGE/A are the C++ 3D engines while TGB is the 2D C++ engine. All three allow use of TorqueScript for scripted development.
EDIT:
And the reason to use an engine (TorqueX for example) is that there is a lot of predefined functionality that you would not have to build from the ground up in C# and XNA. It's like asking why use Unreal when I could use DirectX and C++. It's for the wheel you don't have to reinvent.
#11
12/03/2007 (7:21 am)
@Pesto, trust me use Torque X. It is a lot better than pure XNA. Most of the "engine" work is already done for you! All you have to do it build your game :)
#12
How can I test for collision? Ok.. let me start at the beginning here. I have setup a bat and ball. Both are defined as objects (same name) and I have defined polygon collision areas. The ball has initial velocity of 10 and moves towards the ball. I have mapped a rotation in the Tick function to rotate the bat on Right arrow. I have setup collision in TXB on the ball with the bat object and it is set as Rigid. When The ball hits the bat, it reacts.. now I want to further code things so the ball will move quickly on collision and I want to check for further object collisions with various objects in the field.. So, how can I do this...?
I thought perhaps that this collision checking could be added to teh Tick code.. but that doesn't work. I'm sure there is code someplace that is getting called when the collsion does occur - how do I get to modify it or make my own on top of the source (I'm only use the beta - no pro license).
Thx!
12/03/2007 (12:15 pm)
Ok.. I'll give it a shot. Thx for the info.. it is awful confusinig! I just setup a simple script in a few minutes using TXB and XNA.. very nice. How can I test for collision? Ok.. let me start at the beginning here. I have setup a bat and ball. Both are defined as objects (same name) and I have defined polygon collision areas. The ball has initial velocity of 10 and moves towards the ball. I have mapped a rotation in the Tick function to rotate the bat on Right arrow. I have setup collision in TXB on the ball with the bat object and it is set as Rigid. When The ball hits the bat, it reacts.. now I want to further code things so the ball will move quickly on collision and I want to check for further object collisions with various objects in the field.. So, how can I do this...?
I thought perhaps that this collision checking could be added to teh Tick code.. but that doesn't work. I'm sure there is code someplace that is getting called when the collsion does occur - how do I get to modify it or make my own on top of the source (I'm only use the beta - no pro license).
Thx!
#14
12/03/2007 (1:00 pm)
Yup.. I did... and I don't see where they discuss adding any add'l code to the collision fucntions... I'm sure I missed it so perhaps a push in the right direction can help me find it? Thx.!!
#15
12/03/2007 (1:08 pm)
Yup.. I did... and I don't see where they discuss adding any add'l code to the collision fucntions... I'm sure I missed it so perhaps a push in the right direction can help me find it? Thx.!!
#16
12/03/2007 (1:09 pm)
I think most of the tutorials cover using collision components in some manner.
#17
What must I do to make the collision function be called upon collision?
12/03/2007 (1:32 pm)
I must just be stupid.... I followed the directions based on the shooter and my collision function does not appear back in TXB..What must I do to make the collision function be called upon collision?
#18
12/03/2007 (2:01 pm)
@Pesto - You need to define a method that matches the onCollisionDelegate definition, and then expose it via a static property so that TXB knows about it. Try doing the Space Warrior tutorial.
#19
12/13/2007 (7:41 am)
Xna 2 is out now! at creators.xna.com
#20
12/13/2007 (9:30 am)
Nice! It's out of beta!
Torque Owner Sean T. Boyette