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Posted

Early in Torques development, the company had various engines that supported development to consoles, especially the xbox 360.

How difficult would it be to adapt the enigne to add console support, or acquire one of those earlier engines.

5 answers to this question

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  • 0
Posted

Hello bsisko.

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That was the old Torque X with a XNA install (I tried that version on an old Windows XP).

The normal template was like the old Torque Game Engine (Advanced?) with the group of characters to select on a big terrain with the unique base in the centre.

Example: Marble Blast Ultra XNA Torque X (2006)
https://www.youtube.com/watch?v=ugXgBwnGxrA

The needs to compile the program are beyond my researches.
Microsoft Visual C# example: Torque X Project to Xbox360
https://www.youtube.com/watch?v=GFWCAwy1xaI

It's possible to do the job if there is a torquex3D file to use without online registration. There is a torquex2D version too.
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  • 0
Posted

Im very curious about this myself, i saw there are console reminants and im glad to report ps3 dual shock 3 axis controlers work, somewhat wonky but out of the box on linux.

Godot seems to have lots of console support or projects working on it, it would be a good place to look at how they do it.

I was never a console kid nor into that scene myself, but it would interesting if we could ship our games on console markets too.

Maybe there is historic info you can find and maybe get updates on what could be improved in the engine for console support, im sure its intended with that.

  • 0
Posted

Notionally not exceptionally difficult. 
As I understand it, if you have a valid developer's license for the given platforms, you can contact the SDL guys to get the layer wrappers for a given platform, which then SDL does the bulk of the work from there.
After that it'd be a question of ensuring the rendering jives with the target plaform.
I believe Xbox would be the easiest there since that'd be just DirectX, for the others I believe the playstations and Switch support openGL.
Though you may have to account for certain platform resource limitations or API version targets.

  • 0
Posted

Developing with or for  proprietary platforms is painful, I remember having to register a developer account at NVIDIA to use PhysX, as well as a Microsoft account to compile for Windows, so I would first look into what you need to develop for a certain platform and then look if the engine can do it, I can imagine gaming consoles to be somewhat restrictive, so I would first check if they are even friendly to indie developers.

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