Torque X Pro

Miscellaneous Forums/General Discussion/Torque X Pro

Has anybody used Torque X Pro with C# and XNA?? What did you think of it??

Been using it since XNA 1.0 beta. Great engine which works well for quick prototypes. Having the source is great, if not a must, when you want to go from rough prototype to final build.

The only thing I wish was better was documentation on the engine architecture. When wanting to implement game-specific things you may find out later that the engine had some sort of feature that would've greatly helped.

Currently I don't recommend XNA/TX if your target platform is PC. It's really an API and framework designed for the Xbox 360.

Currently I don't recommend XNA/TX if your target platform is PC. It's really an API and framework designed for the Xbox 360.

I agree totally. XNA is awesome because it's basically the only way for an indie to easilly put games on a console. I wouldn't reccomend it for PC use at all - you have to have your users install the framework when you distribute your game, for one thing. There's a lot of much easier ways to make a PC game. However, if you want to port to the 360, it takes two mouse clicks.

As for Torque X Pro, I haven't tried it. I'm just using the basic XNA 3.0 framework for my current project (switching engines mid-project is a recipe for disaster), and it's been good enough. I'll probably check out Torque X for my next big XNA project.

> you have to have your users install the framework when you distribute your game, for one thing

Version 3 of XNA is supposed to have an installer for that now. I have not looked into it though. I have not really done much with XNA at all, the B3DSDK does what I need.

I can't say I've ever had a good experience with any garage games engine to date. It's always been an exercise in needless frustration. Haven't tried Torque X though.

Guys, thanks for the comments.