DX studio

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darksmaster923
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DX studio

Post by darksmaster923 »

http://dxstudio.com/

dx studio is a really easy a cool game engine. i just tried it and it is really really easy. the main problems are that the documentation is a bit lacking and the only way i saw how to export models is 3ds max and it doesnt say otherwise. but it is really cool and i might make the switch :o
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Allanon
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Re: DX studio

Post by Allanon »

The freeware version is limited, here is a quote from the bottom of THIS PAGE:
Freeware Edition is limited to 10 mesh/bitmap definitions per scene, 10 objects in the physics engine, and 1000 vertices in the model editor.
The standard edition with a commercial license is about $350 and doesn't include network or database support or the ability to customize and rebrand the player. The Pro version with a commercial license is about $750. That is pretty cheep for an engine but I would want to try the full version or see an actual game made with the full version before spending $750. The freeware version is just to limited to show me if it's powerful enough for the game I'm planning.

I am really liking how easy it is to get started with Microsoft's XNA Game Studio. Plus they are soon going to allow indie developers a chance to get their game placed on XBox Live Arcade. That would be a very easy way to market a game without a publisher.
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paradoxnj
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Re: DX studio

Post by paradoxnj »

Torque is a much better solution. Torque is only $150 and has been used in quite a few commercial games. Torque can also be used to make games on XBox360, Wii, Mac, Linux and Windows.

XNA is great, but requires too much programming to get started and performance is not that great on older cards. I have a shader model 2.0 card and XNA crawls when using an SM2 shader. Go figure.
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Allanon
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Re: DX studio

Post by Allanon »

XNA is great, but requires too much programming to get started
Not really, they have starter kits for different types of games that give you a basic start. Basically they are simple fully compilable games that you can modify and build upon. I really like the racing game starter kit and it doesn't look like a lot of programming would be required to really make a good game from that.

http://creators.xna.com/Education/StarterKits.aspx

Link to the XNA Racing Game website:
http://www.xnaracinggame.com/
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paradoxnj
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Re: DX studio

Post by paradoxnj »

Yeah, I know about the starter kits but for people like me who want to create a Survival Horror game such as Resident Evil 4 or an RPG such as Final Fantasy 12 there are no starter kits. So if you don't like racing, 2D space shooters or hack and slash dungeon crawlers (check out the DungeonQuest source), you have to do a lot of programming to get your game up and running.
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darksmaster923
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Re: DX studio

Post by darksmaster923 »

Allanon wrote:The freeware version is limited, here is a quote from the bottom of THIS PAGE:
Freeware Edition is limited to 10 mesh/bitmap definitions per scene, 10 objects in the physics engine, and 1000 vertices in the model editor.
The standard edition with a commercial license is about $350 and doesn't include network or database support or the ability to customize and rebrand the player. The Pro version with a commercial license is about $750. That is pretty cheep for an engine but I would want to try the full version or see an actual game made with the full version before spending $750. The freeware version is just to limited to show me if it's powerful enough for the game I'm planning.

I am really liking how easy it is to get started with Microsoft's XNA Game Studio. Plus they are soon going to allow indie developers a chance to get their game placed on XBox Live Arcade. That would be a very easy way to market a game without a publisher.
i didnt know bout that. that sucks.
Herp derp.
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