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Using torque x to make an XBox 360 game

Torque X is designed from the ground up to harness the power of XNA. Written entirely in C#, the result is an extremely powerful and flexible 2D & 3D game engine. You can code in C#, then run your game in Windows or on your own retail XBox 360 using XNA Game Studio 3.1 and XNA Creator’s Club. Torque X is loaded with systems that make debugging, journaling game events and testing features much easier than with XNA Game Studio 3.1 alone.

Torque X also features a robust set of editors that allow for quick and easy development of compelling game worlds.

Deploy to Xbox 360
Torque X is built on XNA for deployment on PC and the Xbox 360. Reach millions of Xbox 360 owners by creating your game with Torque X and posting it on the XNA Community Games Channel for anyone to play.

World Editor
Torque X’s World Editor provides an entire suite of WYSIWYG tools for designing and editing a game or simulated environment. The World Editor is fully integrated with the Torque runtime and provides full access to all Torque subsystems allowing for:

  • Object placement and manipulation
  • Property inspection and editing
  • Asset importation and management
  • Component assignment
  • Sound and video
  • Performance profiling
  • No compile time
  • Flexible LOD system (3D only)
  • Light instancing, placement, and manipulation(3D only)
  • Vast terrains (3D only)
  • Particle Effects (2D only)
  • Tile manipulation (2D only)

Graphics
Torque X features both a 2D and a 3D rendering system. The 2D rendering features all the common 2D rendering techniques and is perfectly suited to achieving a custom, original-looking style.

The 3D renderer features modern techniques found in today’s top games including:

  • Per-pixel dynamic lighting
  • Normal & parallax occlusion mapping
  • Various models of shading
  • Volumetric fog and light
  • Powerful particle systems: fire, smoke, explosions
  • Extensible set of shaders (HLSL)
  • Post processing
  • Refraction
  • Blurring

Terrain (3D Only)
Import height fields generated in Torque 3D or L3DT. Fogging, lightmaps and detail textures are all included as part of the engine.

Asset Pipeline Torque X provides support for all major 3rd party art tools including 3DS Max, Maya, Houdini, Blender, XSI, Lightwave and Photoshop. Import your models using the XNA importer (.x, .fbx) or convert your COLLADA files to DTS. You can create material definitions, assign components and specify object types all from within the World Editor.

Components
Torque X is built with a component architecture and exposes the assignment of stock and custom components to objects easily within the editor. This allows for rapid game development and gives the power to the coder to expose game play elements so the designer can tweak them within the editor.

Scripting
Create your game in C#, the mother language of .NET and industry standard. C# was designed to provide flexibility of C and C++ with built-in pointer manipulation so you can avoid common bugs and memory leaks.

Physics
In the 2D engine physics are modeled after real-world Newtonian physics. Apply inertia, linear velocity, angular velocity, friction, restitution, relaxation, damping or a number of other physical attributes to your object and watch it handle interactive collision with great scaling.

The 3D engine features an abstracted C# phyics API for use with other major 3rd party physics libraries. Out of the box it supports rigid body physics, a basic vehicle implementation and some particle system physics.

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