DX Studio produced by Worldweaver Ltd is an integrated development tool used to build 3D video games, simulations, or real-time interactive applications for either standalone, web-based, Microsoft Office or Visual Studio use. Written in C++, DX Studio is available to users in both standard and professional editions. Under a Corporate License, full source code to the player is also available. Operating System for the engine is Windows.
DX Studio Features
- To produce a complete interactive document DX Studio 2D and 3D editors can be used to build interactive layers and sequences. To edit or create new scenes editor is used to drag and drop. Inside each scene, users can further customize individual textures, backgrounds, and sounds.
- ActiveX technology integrated into the engine allows the users to build their own C++, C#, or VB.Net. The document can be compiled into a single redistributable, interactive EXE. The document can then be exported to CD, placed on a website, emailed, or saved in another archive. The EXE additionally performs system checks and will download any DirectX upgrades that might be vital.
- DX Studio uses standard XML files to save the entire scenes. The files likewise contain all the assets expected to show the 3D world, packed into a file utilizing standard ZIP compatible algorithms. For encryption, the security option is also provided.
- The engine uses built-in special effects including full lens flares, water ripples, particle systems, real-time shadows, 3D video projection, 3D positioned sound, and also gives access to post-production effects (such as ‘sepia,’ ‘bloom’ and ‘corona’).
- A plug-in SDK is available for the advanced users; with some DirectX/C++ or HLSL knowledge, users can code their effects, providing full customization.
Games Developed in DX Studio
Developed with the DX studio Toolkit GazShock is a fast-paced Tower Defense game. The player task is to save the company, Genetech industries, by preventing the raging robots from attacking. Loading time is approximately 40 sec for the game. Another game developed using this engine is Ballistic Bonbon, which is a mouse-driven Physics shooter game. Player is tasked to hit all targets in a level within a given time.
Here's our list of top five game programming books you should read.
Game Engine Black Book: DOOM: v1.1
The book Game Engine Black Book: DOOM: v1.1 is just a masterpiece from Fabien Sanglard as it describes not only the details of how the code works, but also some interesting history and trivia. The description of hardware capabilities, audio/video interfaces, and design decisions behind them is quite interesting.
If you're not a programmer the book is still interesting - it explains lots of neat tricks, plenty of photos, quotes, and backstory about how the game was developed.
Game Programming Patterns
With over 85% 5-start reviews on Amazon, readers agree that Robert Nystrom's Game Programming Patterns is a must have for any software developer. It has a crystal clear look at how to be the benevolent architect of a very complicated software/game without getting lost.
The author presents the architecture of a game in an easy to understand matter not from an academic perspective but from experience. The book contains code examples written in C++, well organised and written so cleanly that it feels like pseudo-code.
Beginning C++ Through Game Programming
With Beginning C++ Through Game Programming, Michael Dawson builds your knowledge from the ground up. This book not only is easy to understand and teaches well, but it is focused on the very subject to learn C++ for game programming.
When it comes to game programming, C++ is the name of the game.
Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made
This is highly recommend book for anyone who likes history of videos games, or just likes good stories. Blood, Sweat, and Pixels: The Triumphant, Turbulent Stories Behind How Video Games Are Made captures the complexity of game development that anyone can pick up and enjoy.
If you have even a passing interest in gaming be sure to pick this one up. (reader's comment)
Foundations of Game Engine Development - Volumes 1, 2
The volume 1 of the book discusses the mathematics needed by engineers who work on games or other virtual simulations. The volume 2 explores the vast subject of real-time rendering in modern game engines.
The book is packed with great C++ code snippets and examples. You have tried-and-true methods that can be incorporated into any game engine and source code is not specific to any API or framework.