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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Elevator Panel (Improved Inverse Kinematic) Elevator (Relative Movement Attachment) Stairs AI Rig
Blog RSS Feed Report abuse Latest News: Long time no see, Mister

About Epsylon with 0 comments by Dragonlord on Dec 6th, 2012

A very long time passed since the last news. One reason had been me moving to a new place which took longer than expect. Then there had been lots of work too correlated to show by its own. And finaly but not least there had been some nasty incidents at ModDB where somebody with site moderator power (as it seems) vandalizing the profile of my project which I restored. Due to this incidents though I put a news ban on ModDB which had been in effect since somewhere the beginning of this year. In the mean time though a couple of people asked me to lift the ban. When I found a way to protect my work by reworking the Wiki to host the articles I decided to lift the ban as on my wiki my work is safe. I don't want to warm up this story more than I just did. Important now is only that ban is lifted. For me this incident is now a matter of the past and shall stay there. Let's move on to what is really important.

Drag[en]gine Wiki Overhaul

The Drag[en]gine Wiki has been completely overhauled. To help prepare for a future release of the game engine this wiki is turned into the SDK and first source of information. Hence it is made for the developers wishing to work with the game engine. Especially in light of the incidents that happened the wiki has been modified to hold also all the articles from now on. I'll now only make short bullet lists of what has happened linking to the wiki pages. No articles will be posted anymore on ModDB (on my wiki they can't be vandelized). The articles contain in depth details. It's really worth reading them if you want to know all over the Drag[en]gine.

The Big What Has Happened In All The Month List!

Here the list of what happened during all these month. Click on the links for detailed articles about the topic:

And here a video showing the Old Industrial Zone map. Cut together various video clips to give a little overview of the map, the game controls, the movie camera and other stuff. Please excuse the frame rate but GLC gets into problems once the GPU memory is crammed full. I'm working on improving that. Also the video codec killed the night scenes so I cut out most of it as it is too dark to see. See the Map Screenshots for more images including night scene how it really looks like.


Two example screenshots I uploaded also here. The rest you find in the Map Screenshots Gallery.

Map: Old Industrial Zone  Map: Old Industrial Zone

Miscelaneous

It's time now for an overdue all important addition to the shader system to allow for even more power and versatility that I need to get that performance punch to crank up frame rates. My Radeon 4870 HD is not the youngest and most powerful graphic card anymore but I have the will to get the most punch out of it with my engine. Besides this I want to get the first mission into a playable state with first investigation work going on. A lot of the required engine work is done already. And that is the most time consuming part so far. Furthermore more articles will be moved one by one to the safety of the Wiki.

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Epsylon

Epsylon Epsylon Indie

Updated 4 months ago TBD Single Player Adventure

Epsylon - The Guardians of Xendron takes the player on a journey to a futuristic world investigating a very special Science-Fiction setup. With a team...

Post comment Comments  (0 - 10 of 75)
Metalloid
Metalloid Feb 5 2012, 8:40am says:

This is a gem!
Many good features here, nice!
Another important feature of this engine is that you will be able to use it for linux game development too.

+2 votes     reply to comment
masternerdguy
masternerdguy Oct 9 2011, 6:29pm says:

"Open standards and free file formats ensure unrestricted and easy modding using free software applications"

Dragonlord, you're the man.

+2 votes     reply to comment
Cnaff
Cnaff Aug 12 2011, 2:47pm says:

I've said it before, but to me it seems like this engine is all about gameplay instead of graphics. And the gameplay looks like a lot of fun, love it!

+1 vote     reply to comment
CMDKeen
CMDKeen Jul 16 2011, 6:14am says:

Wow, I'm out for a while and suddenly a great update!

+1 vote     reply to comment
andy1318
andy1318 May 12 2011, 4:29pm says:

I have high hopes for your mod, I remember seeing it years ago. It looks great, keep it up!

+1 vote     reply to comment
Dragonlord
Dragonlord May 15 2011, 9:10pm replied:

It's actually a game not a mod. It's not based on any existing game but is standalone.

+3 votes     reply to comment
Oktyabr
Oktyabr Apr 2 2011, 11:54pm says:

Nice looking so far! Hope to see something in the way of a beta someday :)

--fellow blender and linux user

+1 vote     reply to comment
jezek2
jezek2 Mar 20 2011, 6:52pm says:

Hi, thanks for the articles and videos, it's quite inspiring for developing my own game/engine: Moddb.com For example thanks to your article I finally got that depth peeling is so easy, I've always avoided it because it sounded complex and slow and nobody stated it's not complicated at all :)

While I won't use your engine as I have my own, I think that your engine will be one of the best open source engines once done as you really design it, not just blindly adding bunch of features, but thinking about them, inventing new approaches or mixing them in unusual ways.

+2 votes     reply to comment
Dragonlord
Dragonlord Mar 21 2011, 10:09am replied:

You might also want to look for Depth Peeling with MSBs (MultiSampling Buffers). It's a different approach using MSBs but more complex, limited to certain situations (which might be enough depending on the game in question) and so far DirectX only (I think there's an extension for OpenGL but I'm not sure right now) but it might work better for certain scenarios as it sort of renders depth once then sorts it on the GPU.

+2 votes     reply to comment
Dragonlord
Dragonlord Mar 26 2011, 8:36pm replied:

There is nothing like a standard model format as you can use everything a model exists for. If more model formats are requested new Model Modules can be created. Besides the model format I defined is not difficult. I'm sure 3Ds has support for plugins so an exporter can be made. Besides the IGDE will be able to convert resources from one format to the other so this should not be a problem in the end.

Concerning the robot you mean most probably the Shield Liger model I made (not finished) for learning purpose. I have though different plans for that guy so it's not going to be for a demo reel.

That said it would be possible to make stuff to show-case the engine. This would not be required to be something coherent. Would be possible to make small maps to show different features if this is what somebody wants to do.

+1 vote     reply to comment
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