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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About Epsylon with 5 comments by Dragonlord on Sep 3rd, 2014

Conversation System Overhaul

    The main work went into reworking the conversation system from being game specific into a generic system provided by the game engine itself. This allows now anybody to use this sophisticated system. New conversation actions and conversation conditions have been added. loading classes are now ready-made to use for your projects. Some basic playback classes are present now in the game engine to build upon. Furthermore the conversation editor received tons of improvements and additions I might show in an extra technical video later on. The system is flexible so you can do anything from highly complex to simple and basic conversation, cutscenes and game mechanics. This had been quite an important rework since I'm using the conversation system in my game project not only for conversations but also cutscenes and entire game mechanics. This extra development time has thus been well spent in this system. See the video below for in-game use of the system or the ZPOC video here as an example for using the system in an entire different project.

Tutorial Map

    The rest of the time went into assembling the different pieces together into a first tutorial map. This one combines now new stuff like:

  • improved soundscape based on OpenAL
  • dynamic footsteps adjusted to speed, actor type and floor material
  • tutorial system with dynamic content
  • various cutscenes realized with the conversation system
  • All the latest graphic changes enabled and included like the environment rooms
  • Modeling new flashlight which fits better than the old large brick
  • Remodeling the thunderpad into a smartphone type device including full real-time finger control input as well as adding some applications to it (upgraded from the old thunderpad).
  • Improving dual-use of flashlight and smartphone in your secondary hand.
  • Conversation over phone call support.
  • Lots of ideas, game sequences and story bits added to the design document
  • and a bunch of other changes that I forgot to mention since they are so many
  • little warm-up puzzle of the easy kind to get the player used to the game mechanics

   So all in all a lot of new things and everything plugged together in a playable tutorial map. Nevertheless it is work in progress and contains placeholder stuff like the voice acting (i suck at voice-acting... and more so on female kid voices like Sean's voice :P ) and stuff I experiment with (like Sean's mental voice experiment)

   So instead of text better moving pictures. Most probably I'll not make many more of those since the audio-desync on capturing is so costly to fix it's getting too problematic to work with. Before I get engine level video capturing working I'll keep videos to a minimum.

So here it goes, the tutorial map from entering up to a stopping point.


   And here some minor videos tapped in between like level changing by boarding the train or sean skulking around the city (including missing animations :P ).

All videos are also on YouTube so if you can't see/read something due to quality issues you can try there. Links are with the individual videos.

Feedback is always welcome and I'll see what I can include.

Outlook

   Next up tackling more engine tickets to work off and finishing up the first investigation sequence unrolling inside the building. The conversation system also needs some bug-fixes and stripping deprecated features so you get only what really counts. Until next time.

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Post comment Comments  (10 - 20 of 88)
HeadClot
HeadClot Jan 3 2014, 2:54pm says:

When is this going to be released?

Just curious :)

+2 votes     reply to comment
Dragonlord
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
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.

+3 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
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