The Drag[en]gine is a fully customizable game engine and game development environment designed with modularity and extensibility in mind not requiring expensive licenses.

Report RSS Drag[en]gine Features Overview

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. This list here contains a run-down of the features provided by the default modules shipping with the game engine as well as core features of the engine itself.

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The List can be found here:

Drag[en]gine Feature list

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Comments
CMDKeen
CMDKeen

Wow, at this point Dragen is much more feature-complete than NAxis (!)

How long is it in development?

Also, I love how you chose OpenGL and Bullet as official modules.

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Dragonlord Author
Dragonlord

In development since many years. But that's mostly since the project started not over night but grew out of needs and frustration about existing engines. Concerning OpenGL and Bullet they are not default or official. They are simply the currently existing modules for graphics or physics. Anything is possible there and the player chooses what he wants. If he wants DirectX, he can have DirectX or if he wants some other physics library he can get it as long as a module for this exists Online. Since I'm developing though on Linux OpenGL is obviously the first choice. But a DirectX module for Windows system will be created later on too as some graphic cards just work better with DX instead of OGL. But the primary idea is that there is no fixed selection of modules. It's all in the hand of the user.

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CMDKeen
CMDKeen

So, Dragen is shorter time in development, yet more complete than a commercial engine with several people in the team. You don't work as slowly as you think.

If the module selection was fixed, they would be pretty pointless, wouldn't they? It's just that including them in "Dragengine Features" thread makes it look like an official component. Obviously, you don't have much choice on Linux, but that's what it looks like.

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Dragonlord Author
Dragonlord

I don't think I'm faster than a full team of devs. Looks a bit different in AAA engines as these are usually made for a single game not for many games. Concerning the feature list it's a problem for me. To show people what the engine can do I have to show what the existing modules can do but in the end the actually tech used differs from module to module. This way people get at last an overview what's included by default. The rest shows later on.

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CMDKeen
CMDKeen

NAxis and Unity aren't made for a single game, in fact they are the only engines I'm comparing Dragen with. I don't like Unity, don't know what's so wrong about it, it's just a feeling, but I don't like it. NAxis is great only in theory, in reality it's just ****. Waiting for Dragen is the best choice in this situation.

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