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: Conversation Editor Preview Video

About Drag[en]gine with 0 comments by Dragonlord on Sep 18th, 2014

Conversation Editor Preview Video

   This is going to be the last editor preview video. The remaining editors (sky editor and so forth) are not that big and most probably not that interesting to people. The start had been the big World Editor so let's end it with the big Conversation Editor. I keep it short this time since the editor has quite a lot of features, tricks and tools all around the place which require some first hand experience with the system to make sense. So I keep it on the surface allowing a glance down the rabbit hole. And depending on what you want to do with the system the hole can be very deep.

   As mentioned in the last game video the conversation system is a central point in the game. This is because most game mechanics are designed around using the conversation system. For this reason the system is powerful and generic. I'll show more about these game mechanics later (namely if I get the game content done for which I could use additional help of artists).

   Furthermore it's part of the basic game engine installation including game scripts so you can start using it straight away.

Here a little list of what you get:

  • movie script style conversation design
  • supports high dynamic conversations with branching, looping, sub-scripting, re-entrant scripting and more
  • close integration into game environments with variables, triggers, coordinate system entities and location specific filming
  • static and dynamic cameras providing automatic framing and various camera placement parameters
  • sliding camera parameters for animated cameras (paning, zooming and other kinds of camera movements)
  • extendible interactions with actor and the game using custom actor/game specific commands and conditions
  • simple acting using pose specific gestures (using same gesture on different actors, poses or orientations plays out differently)
  • parallel conversation playbacks as long as actors are affected only by one conversation at the same time
  • clever script bridge to make it easy to use all, parts of or nothing of the conversation system in your project
  • dynamic actors/coordSystems making it easy to work with generic actors you don't know in advance

   With this here is the video (higher quality YouTube version here) and then I let you run for the weekend.
(video)


Outlook

   This time I'll not disclose what's up next. Let yourself be surprised.

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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
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
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
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
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
Dragonlord
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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