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SaurabhTorne

DXUT

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I was checking out DXUT and thought what others have to say about it. I was wondering of how far, can the DXUT can be taken for game development. Is it good only for experimentation. Being a layer above the DX is it equivalent to actually studying DX or just a cap on the working of DX.

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The DXUT is just a wrapper that implements a lot of common functionality you find from one D3D application to the next - matching device settings, creating/destroying devices, switching between windowed and fullscreen, toggling the reference rasterizer, handling various callbacks, etc. It won't actually teach you anything about Direct3D.

We use the DXUT where I work because it takes care of all that boilerplate D3D initialization stuff that's a pain in the ass to code otherwise, but once D3D is up and running the rest is up to you. It a framework where you have to fill in the blanks.

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DXUT is very convenient, but remember that the \optional\ components are "as is" and you're on your own should it go wrong [smile]

DXUT's flat-style architecture doesn't suit everyone and arguably the old CD3DApplication MFC architecture was more elegant, especially if you ever want to integrate D3D/DX with other applications.

If it suits what you want to do with it then go for it!

Jack

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