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.


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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RSS Articles

This post is a summary of the recent twitter posts collected for IndieDB. To stay in the loop watch the Epsylon Twitter feed.

First off some technical detail documentation about the Locomotion System provided by the Drag[en]gine out of the box. You find the technical documentation on the wiki.

Besides this new features have been added and existing ones improved.

Constructed Textures

Constructed Textures are a new feature extending the possibilities of skin creation in the engine. You can now define the content of a texture property not only with a color, image or video but also using a construction. Constructed textures work similar to a DTP (Desktop Publishing) type software in that you can place images, shapes and text into a canvas which the graphic module then turns into an actual texture.

This has many uses with the video below showing one of them. Create new variations of textures without needing to go back to your 2D Graphic Application. This cuts down on production time and reduces distribution file size. You get more varied textures and still have space to cram in the really important things.

You can do also funny things with constructed textures.

Improved Module Cachine

Caching has been improved to reduce loading times and overall improving engine performance. Caching is fully transparent and per-module-per-game. Also added in the GUI Launcher a Disc Usage tab where users can check out how much disk space their installed games consume. The Drag[en]gine forces game-data, config/saves and screenshots/videos into own directories so backing up and restoring config/saves is easy and not "hidden" (as in most games). The cache limits can be individually adjusted and default to 1GB. I set it down to 100MB for testing in this screenshot.

Variation Textures

Variation textures introduce a new set of Texture Properties: variation.u and variation.v . These texture properties have been added to deal with the old aged problem of tiling artefacts with textures on large surfaces (ground, wall, facade, ceiling). With variation textures enabled many texture properties are allowed to have depth (width x height x depth/layers). Each layer defines one variation of the texture. The graphic module then picks for each repetition/tiling of the texture one layer at random. As a result the tiling artefacts are reduced a lot since their repetition is no more grid like but random. This avoids the need to place tons of decals on surfaces to hide tiling artefacts or placing random props in the world where they make no sense. Allows you to place props where they are required and sound not where they hide problems.

Constructed texture obviously are a prime choice to do such variations but you can also create 3D Image Files and use those. The Drag[en]gine provides a "poor mans" 3D Image format by default (*.png3d) which is nothing but a Tar-Archive of individual PNG files representing the individual layers.

The video below shows an illustration example how this system works.

Up Next

Be surprised... I won't disclose... at least not here. Follow on twitter for regular news or wait for larger ones here on IndieDB.

Inventory Handling

Inventory Handling


Time to tackle some technical issues and changing the way the inventory works.

Let's Play: Tutorial Mission

Let's Play: Tutorial Mission

Epsylon 1 comment

This video here is taking you from the start all the way through the tutorial mission. New content, new game mechanics, new tricks, and more snooping...

Height Terrain Navigation Space

Height Terrain Navigation Space


A little candy before the next news post comes around.

Dynamic Audio System

Dynamic Audio System


This time around the Audio System received some overdue additions in preparation for what is to come.

Add game Games



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...

Comments  (0 - 10 of 94)

wow, this engine looks really promising. Sadly I use a mac and can't run it, Is there any plans for a mac version? It wouldn't be to hard to port it if it runs on Linux.

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Dragonlord Creator

The engine is POSIX based. Only thing that has to be ported is the launcher as the rest would work out of the box. Only problem: I've no access to a mac. If anybody donates a mac strong enough to run advanced graphics it could be done. Otherwise I'm afraid not for the near future.

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Darn, the problem is that macs are fairly pricy, It would be hard to find a person willing to donate a up to date mac.
Also just wondering, what is the launcher written in?

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Dragonlord Creator

They are written in C++. This is though not mandatory. Every language able to link to a C++ library can be used to write a launcher.

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Looking for some updates, I have hi hopes for this engine. Anyway to keep the mouse pointer a normal pointer tho?, that looks like it will stunt my productivity.

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Dragonlord Creator

The updates are there (huge ones) but it's all too connected to split apart. I'll inform in due time. Concerning the mouse pointer it is just my developer system. Neither the game engine nor the design tools force any mouse pointer on you. That would be really stupid :D

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Really love the video and how the dragon was modeled

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

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Dragonlord Creator

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.

Reply Good karma+2 votes

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.

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Dragonlord Creator

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.

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Latest tweets from @epsylongame

New Variation Texture Property for better tiling and other interesting uses #indiedev #indiegames #swissgames

Apr 1 2017

Improving caching in engine modules and new disk space info-panel in GUI Launcher to keep track of usage.

Mar 30 2017

Toying with more constructed texture support leads to funny things sometimes :D #indiedev #indiegames #swissgames

Mar 18 2017

Constructed Texture added to Drag[en]gine Game Engine. Nifty stuff for artists: #indiedev #indiegames #swissgames

Mar 12 2017

Info and details about Locomotion in the Drag[en]gine Game Engine Get Moving

Feb 22 2017

Reworked inventory. Goal: No HUD just real interaction. #indiedev #indiegames #swissgames

Jan 16 2017

No more Z-Fighting in the free Drag[en]gine Game Engine No more camera tricks:

Dec 17 2016

Let's Play: Tutorial Mission! Don't forget to vote; #ioty #infiedev #indiegames #swissgames

Dec 8 2016

Floating, impersonal Mini-Maps are boring. Epsylon gives you real in-game Mini-Map: #indiedev #indiegames #indiedb

Nov 29 2016

Combine all stuff: snooping around, nicking files, checking files on your smartphone #indiedev #indiegames #indiedb

Sep 26 2016

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