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DSK is a real-time 3D rendering engine. It is a solution for all types of applications that need to output 3D content interactively. This includes 3D games of all genres like First-Person Shooters, Third- Person adventures, sports and racing, simulations and strategy, etc... And it's not just for games. DSK has proven its power in the field of scientific 3D visualization (e.g. Architectural Walkthroughs and GPS stereoscopic imaging) as well as live broadcast applications.

Post feature Report RSS DSK Powers First Arabic RTS Game

"Quraish" is the title of a 3D real-time strategy game powered by the DSK engine. It was the first Arabic strategy game and considered one of the largest game productions in the Middle East region in 2003.

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Quraishwas one of the first retail games based on the DSK engine. It is a 3D real-time strategy game developed by AfkarMedia, a subsidiary of publishing company Dar Al Fikr in Damascus/Syria in 2003. At that time, AfkarMedia decided to take the challenge and set new boundaries for the gaming industry in the Middle East region by developing Quraish, which was considered the largest game production for the region.

Quraish was a sizable involvement for AfkarMedia in which DSK proved its reliability and scalability for processing a big number of assets in its pipeline, and rendering large numbers of triangles on low/mid-end graphic cards of that time.

For developing the game, the team used DSK to build “Edreesy”; a custom level editor for designing levels and defining units and their actions. DSK supported interactive real-time terrain modeling and rendered the editor's scenes using the same effects as the actual game. Hence, Edreesy provided WYSIWYG editing experience.

The most notable rendering features of DSK in Quraish were the use of dynamic lighting for time-of-day changes, rendering hundreds of animating army units, and 360-degree eagle eye camera with zoom functionality.

For animation, DSK supported advanced animation effects such as morph and skinning animation which enabled artists to create unique animations of long periods with very low memory footprint.

The following are captured video for the gameplay:

Captured video for intro:

Captured video for cutscene:

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