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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Audio systems in games are notoriously static in nature. A buzz word is "sound shaders" but this is more parametrize play parameters than really dynamic sound. For this game project I need a sound system which supports dynamic sound and this is what I've cooked up in the last month.

Synthesizers


At the core of the dynamic sound systems sit the Synthesizers. The link points to the wiki page which contains in-detail information I'm going to leave out here. In a nut-shell synthesizers allow to generate sound at run-time using sound production rules (or sources). Synthesizers are assigned to speakers and played back like regular sound files just that they are dynamic not static. Controllers can be defined to manipulate the generated sound at run-time, and live while playing back! The important feature here is that the synthesizers are generic in nature like the rest of the game engine. All of their actual use cases are implemented inside game scripts using/driving synthesizers instead of being hard-coded into the game engine. This provides much more flexibility to me and do you if you work later on with this game engine. For this the new synthesizer editor has been added so synthesizers can be easily created and tested.

Synthesizer Editor Synthesizer Editor


Two example implementations of synthesizer driving scripts are included in the game engine distribution: Dynamic music and announcers. Both use a simple synthesizer with a single chain source and are ready to use.

Dynamic music allows to modify music playing by transitioning through music parts using switches. As a test example I used the dynamic music files from Stalker Clear-Sky since they are well suited for this test-case. The included scripts load the dynamic music from an XML file created by hand. The file contains the music parts (sound files), switches used by the game and transitions between music parts depending on switch states. All is implemented in simple game scripts so it can be altered and extended without limits.

Announcers allow to produce in a simple way announcement systems like automated train announcement systems using a list of recorded words. As a test example I used the VOX files from half-life 1 since they are well suited for this test-case. The included scripts load the announcer from an XML file created by hand. The file defines where the word sound files are located. Once loaded a sentence can be given to the script and it plays back the announcement.

The video below shows these two scripts in action from inside the test project. This is a project included in the game engine distribution and is a sort of demo-project to learn the ropes. Copyrighted material as used for my implementation tests are obviously not included.


These are only two small examples which the game will build upon. Since these are scripts it is simple to extend and improve. And now to something different.

Material Sounds


The game project uses reusable world geometry a lot. For this reason material sounds are not as simple as assiging a sound type to an object. Especially material-material impact sounds require usually a lot of work with recording tons of sound samples. Since I don't have a sound engineer and not this level of equipment I decided to cut down the number of sounds by using combined collision sounds. Instead of playing one sound for each individual material combination impacts play now a **sound for each material involved**. This reduces work a lot while allowing for more combinations. **Material types** support now a range of different sound events from impacts to actor movement sounds. Sounds are either pre-recorded sound samples or possibly synthesizers. Former is used right now for easier use but later can be used for special tricks.

To improve this the physics system has been also improved to properly handle kinematic and dynamic collisions in a similar way. Collision shape properties are now used on all elements to link collision shapes to object materials. The world editor supports now properties on component textures as seen in the screenshot below.

world editor texture parameters


This allows to assign arbitrary properties to textures while re-defining them in the editor. The game scripts use this to re-define per-texture material type in addition to those defined in element classes. The video below is work in progress on adding more material sounds as well as getting all objects their appropriate sounds assigned.

Miscellanous


With the synthesizer system in place I can now do this nifty little surprise I'm twiddling around in my head for a long time. I'm not going to say more for the time being :D .


Helping Hands


This project is always in need of helping hands on the content production side. If you are a model artist (skilled in world props, buildings or humanoids) or texture artist you are welcome to get in contact with me. If you have other skills and want to help don't be shy and send me a PM too.

AI! AI, Everywhere!

AI! AI, Everywhere!

Epsylon 1 comment

During the last month a lot of work went into AI development, performance optimizing scripts and the usual feature improvements and bug-fixing.

Getting up to Speed with all new good things and Game-Dev Docs

Getting up to Speed with all new good things and Game-Dev Docs

News 2 comments

Total Work-Tech-Aholic month to leap the engine forward both tech wise and documentation wise.

New Year goodies with Core and Skinning

New Year goodies with Core and Skinning

News 2 comments

Getting closer to the first release with Core and tightening screws here and there

Navigation Splicing and more

Navigation Splicing and more

Epsylon 0 comments

Putting the remaining pieces together for the navigation system with splicing.

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Post comment Comments  (70 - 80 of 94)
Ichiman94
Ichiman94

good engine, when will be released?

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Dragonlord Creator
Dragonlord

I know people hate this answer but "when it's done" :P . I aim for a release this year if everything works out as it should.

Reply Good karma+3 votes
Ichiman94
Ichiman94

"this year"
okay, this engine getting better and better, dont give up ;)
and no problem if "when its done", good engine takes lot time to develop...

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slayersarge
slayersarge

Would be funny if there was a vore video of the dragon eating a human whole with both views

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Robots!
Robots!

What the ***** is wrong with you?

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Dragonlord Creator
Dragonlord

I have the bad feeling that one of the first mods is going to do exactly that...

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Robots!
Robots!

The project must end.

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Dragonlord Creator
Dragonlord

In fact not. I can imagine what one of the first mods are going to be. They will take on time frames in the story which I leave out on purpose as they would be too much to included in the game. They are written but require additional worlds to travel too which would be a bit too much for a first time project. Can imagine people are going to fill them in with their own ideas which should be interesting to watch unfold.

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Froyok
Froyok

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

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Dragonlord Creator
Dragonlord

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.

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deathparadeNL
deathparadeNL

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

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Dragonlord Creator
Dragonlord

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.

Reply Good karma+1 vote
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