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:

Image RSS Feed Latest Screens
newspost preview IGDE Game Definition Class Hiding Solidity comparison
Blog RSS Feed Report abuse Latest News: Getting up to Speed with all new good things and Game-Dev Docs

2 comments by Dragonlord on Jun 18th, 2015

Can you say Work-Tech-Aholic?

These past month had been fully in the name of performance improvements, feature adding and especially documentation. I don't go into much text here since the documentation part is where the big huge text is located for those interested in both the inner engine workings and especially how to developer with this game engine. This produced lots of documentation especially for the DragonScript language in form of API documentation and Wiki documentation. Now included is also the first demo application for the new features. More will follow to get you started with the game engine. But from the technical point of view what ate the majority of time had been a tremendous performance improvement workover that touched many engine areas. Various performance improvements including Parallel Processing and an advanced OpenGL render thread system consumed more time than expected but the result is a total performance boost of up to 150% over nominal this spring. There is still some room left especially in foreign code not that much under my control. And if this would be not enough already the Drag[en]gine has now also a whole new Canvas System. So before the Links to all the information a little view across some of the parts touched during the past time.

newspost preview



Speed optimizations


  • Optimized Bullet Physics calculations (certain Bullet collision tests are slow and inaccurate).
  • Optimized matrix and quaternion calculations for CPU code.
  • Animation pre-calculation for animation resources (pre-canned animation data).
  • Post physics collision test to colliders improving performance and simplify typical test scenarios.
  • Parallel processing implementation.
  • Animator calculation performance boosted with parallel processing.
  • Multi-Threaded Rendering in OpenGL module with optimal synching. No restriction on what game scripts are allowed to change ( 100% autonomous render thread ).


New Engine Features


  • Collision filtering with filter and category layer masks (64-bit each).
  • 2D Render System with improved video playback and canvas capturing.
  • Bullet supports now collider rotate hits and collider move rotate hits natively.
  • Engine module version support to launchers allowing for multiple module versions to be installed at the same time and barring certain versions for certain games.
  • Improving animator editor usage (rule icons, group rule support and cut/copy/paste in more places)
  • Collider attachments support now all kinds of resources.
  • Smooth value support especially for script use with natural smoothing behavior with unpredictable values.
  • Barrier and proper sempahore implementation.


New DragonScript Features


.

Show it to me!

As you noticed there is no big content update. Since I had been all occupied with all the tech and documentation and I still have no helping hand except myself I could not also deal with content. So if you are from the artistic domain and you want to do something else than what is usually around you are welcome to step forward. No portfolio fillers. I had enough bad experiences with those.

So happy game-deving until the next time.

Media RSS Feed Latest Video
Add game Games
Epsylon
Epsylon

Epsylon

Updated 6 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 90)
notaclevername
notaclevername May 27 2015, 2:52pm says:

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.

+1 vote     reply to comment
Dragonlord Creator
Dragonlord May 27 2015, 8:00pm replied:

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

+1 vote   reply to comment
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 Creator
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 Creator
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
HeadClot
HeadClot Jan 3 2014, 2:54pm says:

When is this going to be released?

Just curious :)

+2 votes     reply to comment
Dragonlord Creator
Dragonlord Jan 3 2014, 3:09pm replied:

When all the tickets for the first release are implemented. But the ticket tracker is not yet visible to the public so I can just say WID. I'm trying to steam it ahead to get it out this year (hopefully earlier than later).

+3 votes   reply to comment
HeadClot
HeadClot Jan 3 2014, 3:51pm replied:

So here goes a question - Should I start developing my game with Drag[en]gine in mind (Making assets, etc.) now or wait?

I really want to use this engine for my game. :)

+2 votes     reply to comment
Dragonlord Creator
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 Creator
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 Creator
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
Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Platforms
Windows, Linux
Company
Team Epsylon
Contact
Send Message
Official Page
Dragengine.rptd.ch
Licence
L-GPL
Release Date
TBD
Engine Watch
Track this engine
Share
Embed Buttons

Promote Drag[en]gine on your homepage or blog by selecting a button and using the embed code provided (more).

Drag[en]gine
Drag[en]gine
Statistics
Rank
115 of 721
Last Update
2 weeks ago
Watchers
188 members
Games
1
News
57
Features
8