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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Blog RSS Feed Report abuse Latest News: Navigation Splicing and more

About Epsylon with 0 comments by Dragonlord on Dec 25th, 2014

Navigation splicing and more

After some days off this project is back on track. Here little something to get you across to the new year: Navigation Splicing. The last time I showed navigation blockers carving out form existing navigation meshes. Now the last piece is into place. Navigation spaces can now have integrated blockers. This way they do not only carve out other navigation spaces they also splice in their own into the resulting holes. While doing so edges are automatically split to allow proper snapping together. This allows to dynamically upgrade navigation meshes by not only blocking existing path but also opening up new path for the AI. It's all working automatically without extra work, especially no re-casting of nav-meshes for example.

So what will this be used for in Epsylon? Actually for two things. First it helps to speed up creation of maps. Locations can be quickly created by placing a generic nav-space like rooms in LEGO style and placing in them various other objects. Navigation is automatically calculated at run-time to produce believable AI. The second use is for dynamic story telling. For example if you have to snoop around a place (or rescue somebody) the "location" is dynamically modified before first use to give you a unique experience with every play-through. This applies also to other situations. With this the final word is spoken for the navigation system in connection with meshes.

Another little upgrade happened in the conversation system. The conversation window received some touch-ups and has been reworked. The conversation control stay now out of your view while a conversation part is running showing up only when you need them. Furthermore scripting has been modified to allow for more game mechanics to be implemented later on using the conversation system. The entity display has now colored icones so the player better finds what he's looking for. Filtering has been also experimented with but will not be finalized until later on with more content to test what is really needed.

So here is the video. It shows the navigation splicing in action in the editor (shows how the path adjusts itself) and in-game (how AI can use dynamically altered navigation spaces). Furthermore the reworked conversation window in action.


Besides this there had been some other changes here and there:

  • Added "Limit" animator rule. Allows to clamp dynamic animations to avoid strange positions.
  • Added OpenAL speaker management to deal with hardware limitations.
  • NPC activation/deactivation work in progress on distance and zone based switching (trying to get more performance out of it)

More to come in January.

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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  (70 - 80 of 88)
Froyok
Froyok Dec 30 2009, 7:41am says:

Hmm, I little question :
multiplateforme ? What do you use for the video window : SDL, API Windows ?

+1 vote     reply to comment
Dragonlord Creator Online
Dragonlord Dec 30 2009, 8:09am replied:

Anything. The game engine does not define a graphic system to use. You as the gamer pick a Graphic Module which matches your system so anything is possible as long as a Graphic Module exists for it. Currently there is one Graphic Module available in three different builds. Each uses OpenGL and the native API of the matching OS, hence X11 for Un*x, W32Api for Windows and BeOS Interface Kit for BeOS/Haiku ( BeOS stuff work in progress since 3D accelerator drivers are still a problem there ). I plan to also add a DirectX module for Windows users as an alternative ( some GPUs work better with OpenGL others with DirectX ). There will later on also be an additional OpenGL module for weaker systems as the current one requires OpenGL 3.0 type extensions to run.

+1 vote   reply to comment
PedobearNED
PedobearNED Aug 15 2009, 8:05am says:

tracking it is the coding lang really hard??? because i jsut wanna begin making something :D

+1 vote     reply to comment
Dragonlord Creator Online
Dragonlord Aug 16 2009, 6:58pm replied:

You choose the coding language. Currently a DragonScript module exists ( my own language, strongly typed OO language ) but a Python and SmallTalk based one is in the works too. Hence you are rather free there.

+1 vote   reply to comment
P4TRICK
P4TRICK Jun 19 2009, 2:18pm says:

This looks interessting!

I will use this for a project ;)

Please tell me when its released!

+1 vote     reply to comment
Dragonlord Creator Online
Dragonlord Jun 19 2009, 3:15pm replied:

Just engine-watch this profile and you will get the informations. It will be posted here once it enters Alpha Stage ( meaning people can start poking at it ).

+1 vote   reply to comment
tokyolight
tokyolight May 11 2009, 7:10pm says:

Is this is in development??? My studios could use the engine.

+1 vote     reply to comment
Dragonlord Creator Online
Dragonlord May 12 2009, 5:10pm replied:

Sure it is in development. It is though not released yet. This is done since the high modularity requires a lot of interfaces and to avoid API breaking a stable implementation is looked for first. The plan still stands for a release this year if nothing goes wrong.

+1 vote   reply to comment
Theater
Theater Sep 18 2008, 10:22am says:

Is this engine opensource?
I'm considering using it for a game i'm making.

+1 vote     reply to comment
Dragonlord Creator Online
Dragonlord Sep 18 2008, 12:09pm replied:

It will be available under the GPL and other licenses if required ( for restricted platforms for example ).

+1 vote   reply to comment
timstro59
timstro59 May 6 2009, 11:47am replied:

looks good

+1 vote     reply to comment
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