Geeks With Blogs

News

Google My Blog

Catch me at: The List!


My InstallScript Utility Belt My Amazon Wishlist
My Standard Disclaimer


Archives
Chris G. Williams Beware: I mix tech and personal interests here.
Most (99%) of my techy blog entries are Microsoft related. Some people say this makes me a Microsoft whore. I never bother arguing the point, because, well... they're right. I am.

When XNA was first announced, I was giddy like a school girl. When the first Beta of XNA GSE was released, I jumped right in and started playing. (Didn't get nearly as far as some of my peers, mind you, but I still loved it.) When Beta two was released, I had a HUGE advantage over George and Jason because unlike them, I hadn't actually accomplished anything other than goofing around, so I didn't have to waste hours converting my stuff.

Then, release 1.0 of XNA GSE hit the streets. Again, I was giddy. Rory is BEYOND giddy. George and Jason are both high-fiving and hugging and working on their respective games and tutorials. At the same time as XNA GSE 1.0, the TorqueX engine was released with slightly less fanfare.

This is how I spent my flight home last night. I downloaded the TorqueX beta. I played with the sample kits. I read the source code. I read the docs... ALL the docs. Then I read them again and I got it, really got it.

This is what I've been waiting for. The built in Physics Component, the Collision Component, the easy definition of game objects via XML serialization, the object pooling (where rapidy created, used and destroyed objects are pooled instead of reinstantiating over and over), the abstraction of keyboard and stick input through input mapping, "mounting" objects onto other objects (such as a turret on a tank)... it's nothing short of incredible.

XNA gives us a lot. TorqueX takes it to the next level. TorqueX uses the XNA framework. The starter kit is awesome. The project templates are surprisingly helpful and give you a lot to work with.

Keep in mind, it's in beta. There are things missing. Some things that should be components, aren't. Some areas haven't been documented yet. This is your opportunity to play Lewis & Clark, except on Mars... with better tools.

Tonight I started rewriting my dream game. The one I keep in my head. The one I've been waiting all my life to create. TorqueX will make this happen. No need to get bogged down in engine design, that's done. No need to figure out physics or collision detection... I just add the appropriate components to the game, tie them into my game objects and I'm all set. If I need more, I can add it and if I don't need something, I just don't include it and I don't have to worry about the overhead.

It's nothing short of heavenly.

Creating a Windows or XBOX game has never been easier. Thank you XNA and thank you Torque X. I now know what my future holds. Posted on Friday, December 15, 2006 5:53 PM | Back to top



Comments on this post: TorqueX

# re: TorqueX
Requesting Gravatar...
Dude, link to my Managed World website, as I'm only cross-posting to GWB for a couple posts now :P.

I'm glad to hear you like TorqueX. It, frankly, kicks ass. I don't like the style of the code, but at least they are consistent with their style. And to think, once it is officially released, you can get the source code as well (although I doubt I'll need to go that deep for a while).

I like the fact that they enable their platform to be extensible by using composition in their design of the classes rather than inheritance. I need to find some good examples of it though. I'm hoping that the object model isn't too different from the regular Torque so I can perhaps find some tutorials using some of the other components (that are missing from the starter kits).
Left by Jason Olson on Dec 17, 2006 10:57 PM

Your comment:
 (will show your gravatar)


Copyright © Chris G. Williams | Powered by: GeeksWithBlogs.net