The Drag[en]gine is an free software project with a highly modular structure based on the GLEM System. Its design is similar to an operating system. The entire functionality is provided by Modules comparable to device drivers. The engine itself acts like a system kernel managing modules, resources and abstracting the underlying system. Due to the loose coupling of the modules with the system and other modules it is very easy to exchange or improve them without interfering with the rest of the engine. As a result the modularity extends from the developer to the end user who can now choose the optimal module combination for his personal computer even down to per game setups ( and even while running a game ) if required. Developers do not have to worry anymore about low level concerns keeping them concentrated on their game. In contrary to other engines (including high-end commercial ones) the Drag[en]gine provides true 0-Day portability of games with no extra costs and no troubles neither for the developer nor the end user.

Advantages of the Drag[en]gine

... for the Game Designer:

  • Use your Scripting Language of choice.
  • Hardware is fully abstracted. You only have to know how your chosen Scripting Language works
  • Updating the engine and modules is handled by the respective teams. You only have to worry about updating your game
  • No need to write specific content for specific systems. The users choice of modules takes care of this for you

... for the Module Coder:

  • Play around with individual parts of the engine without disturbing any other part. Test easy and fast new algorithms or features
  • Various debugging features help to debug fast and easy modules even during run-time
  • Loose coupling and high encapsulation yields in a more stable game engine
  • Platform specific code is only handled in modules increasing portability

... for the Customer:

  • Choose the optimal combination of modules for your system. The Drag[en]gine adapts to match your system not the other way 'round!
  • Open standards and free file formats ensure unrestricted and easy modding using free software applications
  • Various Launchers allow you to use the Drag[en]gine for more than just gaming
  • The Crash Recovery System prevents a game from crashing to desktop. While CRS is running change parameters or entire modules and continue your game from where it went out for lunch.

For more information check out the Drag[en]gine Wiki.

Features

Due to the modular nature a fixed list of engine features as other engines provide is not possible since it all depends on the customer's choices. To avoid cluttering the summary find the features list in this article:

 
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Blog RSS Feed Report abuse Latest News: Conversation Editor Preview Video

About Drag[en]gine with 0 comments by Dragonlord on Sep 18th, 2014

Conversation Editor Preview Video

   This is going to be the last editor preview video. The remaining editors (sky editor and so forth) are not that big and most probably not that interesting to people. The start had been the big World Editor so let's end it with the big Conversation Editor. I keep it short this time since the editor has quite a lot of features, tricks and tools all around the place which require some first hand experience with the system to make sense. So I keep it on the surface allowing a glance down the rabbit hole. And depending on what you want to do with the system the hole can be very deep.

   As mentioned in the last game video the conversation system is a central point in the game. This is because most game mechanics are designed around using the conversation system. For this reason the system is powerful and generic. I'll show more about these game mechanics later (namely if I get the game content done for which I could use additional help of artists).

   Furthermore it's part of the basic game engine installation including game scripts so you can start using it straight away.

Here a little list of what you get:

  • movie script style conversation design
  • supports high dynamic conversations with branching, looping, sub-scripting, re-entrant scripting and more
  • close integration into game environments with variables, triggers, coordinate system entities and location specific filming
  • static and dynamic cameras providing automatic framing and various camera placement parameters
  • sliding camera parameters for animated cameras (paning, zooming and other kinds of camera movements)
  • extendible interactions with actor and the game using custom actor/game specific commands and conditions
  • simple acting using pose specific gestures (using same gesture on different actors, poses or orientations plays out differently)
  • parallel conversation playbacks as long as actors are affected only by one conversation at the same time
  • clever script bridge to make it easy to use all, parts of or nothing of the conversation system in your project
  • dynamic actors/coordSystems making it easy to work with generic actors you don't know in advance

   With this here is the video (higher quality YouTube version here) and then I let you run for the weekend.
(video)


Outlook

   This time I'll not disclose what's up next. Let yourself be surprised.

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Post comment Comments  (0 - 10 of 88)
DonBre
DonBre Jun 11 2014, 6:44pm says:

Really love the video and how the dragon was modeled

+1 vote     reply to comment
Lord_Baal
Lord_Baal Jun 11 2014, 3:42pm says:

Hi, could this be used for example, to make a game that's a combination between Civ and Total War?

+1 vote     reply to comment
Dragonlord
Dragonlord Jun 12 2014, 1:40pm replied:

In general you can use it for any kind of game. The engine is build on prodiving a generic approach with common game building elements without limiting you on a certain game type.

+2 votes     reply to comment
SinKing
SinKing Apr 17 2014, 1:55pm says:

One question - is there any kind of lightmap baking involved for static meshes, such as in Unreal Engine? I recently used Unity, CrySDK and Unreal 4 and U4 needs different assets (convex/closed meshes are best), while Cry and Unity don't and light everything in realtime; or so it seems.

If the first is the case, would it be possible to bake lightmaps for the levels in Maya and use them in your editor? I've always found it annoying how you are forced to bake these lightmaps with UDK's crappy baking. I would always prefer to bake it in my 3D program, because then I can have some control.

+2 votes     reply to comment
Dragonlord
Dragonlord Apr 18 2014, 7:56pm replied:

The graphic modules are free to choose dynamic or static lighting as they see fit. The default is fully dynamic lighting. If a graphic module chooses to use static lighting it is responsible to build those on the fly itself.

The graphic module used here does fully dynamic lighting. I could add a pre-lighting texture property if the demand exists. In this case the light map could be done with any application able to export them to an image file.

I don't know about CE but as far as I know Unity works a lot with light maps while it though also supports dynamic lighting.

+2 votes     reply to comment
Dragonlord
Dragonlord Jan 3 2014, 4:20pm replied:

In general there is no need to develop with the Drag[en]gine in mind. The concept is rather generic so if you use for example Blender you can easily export model, rig and animation resources with little problem. If required other file formats can be supported by creating additional resource loading modules. In general the Drag[en]gine separates resources into clearly defined sub-units you can easily export and combine.

The only part where you need to pay attention are the skins. The Drag[en]gine uses physically based rendering and a texture property oriented system. In contrary to other game engines you work there with a physically oriented system where the used texture maps differ quite a bit from those used by other engines.

Hence if you want to make already assets to be used later on in the Drag[en]gine avoid making texture maps apart from color, normal and transparency unless you use the artists chart provided on the Wiki. Otherwise you have to redo the textures. Color, normal and transparency though can be easily reused without problems.

+3 votes     reply to comment
HeadClot
HeadClot Jan 3 2014, 4:26pm replied:

Alright sounds good and Thanks for your detailed response. :)

I guess I should start getting my project together.

As for the asset pipeline what does dragon engine support in terms of 3D File formats?

+2 votes     reply to comment
Dragonlord
Dragonlord Jan 3 2014, 7:07pm replied:

Right now my own 3D file format but this is going to change in the future. The Drag[en]gine model format though is feature complete (supports all model features of the engine) and can be exported from Blender using the scripts coming with the engine. Other file formats like OBJ for example are not feature-complete and would prevent the use of certain features like multiple LOD meshes or fine tuned normals and tangents.

+2 votes     reply to comment
HeadClot
HeadClot Feb 18 2014, 3:08am replied:

Hey Dragonlord - What about support for 3D Studio Max or Maya with DragonEngine?

+2 votes     reply to comment
Dragonlord
Dragonlord Feb 18 2014, 12:33pm replied:

3DS is a proprietary format so as free software I have no legal right to load that file format. With Maya I don't know but I think it's proprietary too so the same should apply. In general I'm open to support new file formats if the file format definition is free to access and if there is no legal limitation preventing the use in a free software project.

+2 votes     reply to comment
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