The Drag[en]gine is a fully customizable game engine designed with modularity and extensibility in mind not requiring expensive licenses.
Lots of code work for OpenGL 3 usage and nifty holo-computers as well as the demo-world.
Another take on shadow casting and physics. This time the point lights.
Tackled two nasty problems which nagged us for quite some time about robust shadow casting and getting dragons to walk.
Long overdue news post mostly about editor features.
Lots of work done on optimizing the indoor rendering part of the engine as well as a new release of the DENormGen tool.
A lot of time passed since the last news post but this is because a lot of stuff happened. Main focus this time has been on Out-Door Scenes.
Quite some time passed since the last news post for a reason. A lot of changes and additions have been made recently to the engine and especially to the...
This update stand again under the stars of graphics especially transparent and indirect rendering as well as one of the important game problems: localization...
Quite some time went by since the last update. This had been mostly because we could not decide when to make the next News post. A lot of improvements...
A lot of work went into the game engine which is why the updates had been kept scare. Not much sense in doing updates if there is just a lot of text and...