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.

Legal Information

The Drag[en]gine Game Engine is dual licensed under L-GPL (for commercial projects and proprietary use like on consoles) and GPL (for free game project). This affects only game engine modules, launchers and IGDE editors. Game projects do not link against the game engine and thus are not affected by the license.


In short: By using Drag[en]gine you do not have to worry about licensing at all.

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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RSS Articles

Drag[en]gine Game Engine Release 1.8.1

This release is a follow for the 1.8 and contains some bug fixes and new features including (but not only):

  • Hardened element class property loaders against files with same path but different resource type.
  • Added import rig support to Blender Scripts
  • Fixed animator editor saving broken due to missing switch case statement in save file pattern retrieval


DEMoCap Release 0.3

This version contains:

  • Improves on Multi-Character motion capturing.
  • Improved Project Management.
  • AutoHuman motion transfer supports now properly Chest Tracking using 11-Slot setups.
  • Long neck handling has been improved which allows to motion capture better such characters.
  • Added Device Animation capturing. This captures alongside the actor motion also the position and orientation of each VR device. This allows improving motion captures by examining the VR devices movement or using the capture VR device movement as input for bone constraints.

The video below shows a little overview.


Epsylon Demo

The public demo of the game will be delayed more due to external factors I can not influence. Here the state of the problems I'm facing:

  • Microsoft App Store: Publishing of the Drag[en]gine Package is still stuck in support hell. I'm a few steps forward and close to get it submitted but the gears at Microsoft turn very slowly.
  • Steam: No progress on this front. They are walling.

I'm doing my best to push the demo forward but these external road blocks are preventing getting further. I'll keep you all informed when something moves into the right direction.

Drag[en]gine 1.8 / DEMoCap 0.2 Release

Drag[en]gine 1.8 / DEMoCap 0.2 Release

Epsylon

Drag[en]gine 1.8 and DEMoCap 0.2 is available for download.

DEMoCap 0.1 Pre-Release

DEMoCap 0.1 Pre-Release

News

DEMoCap 0.1 Pre-Release is out allowing to do VR Motion Capture for your Game Projects.

Drag[en]gine Game Engine 1.7 Release

Drag[en]gine Game Engine 1.7 Release

News

Drag[en]gine Game Engine 1.7 has been release including Actor Transmissions and new VR Behaviors.

Drag[en]gine Game Engine Release 1.6

Drag[en]gine Game Engine Release 1.6

News 2 comments

The Drag[en]gine Game Engine Release 1.6 is now live and can be seen with two eyes.

Add game Games
Epsylon

Epsylon

Adventure

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...

Comments  (0 - 10 of 101)
OrangeNero
OrangeNero

Hey, I'd like to ask, I remember a feature that randomizes textures so that vast open space doesn't look artificial. Really useful for oceans or deserts and something that plagues many AAA games.

What was the name of said feature again?

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Dragonlord Creator
Dragonlord

This can be done using the "variation.u" and "variation.v" texture properties: Developer.dragondreams.ch .

If enabled you can use layered textures (3D textures) for individual texture properties (like color). Right now *.png3d is supported or using constructed textures: Developer.dragondreams.ch .

*.png3d is by the way just a *.tar file with "zX.png" files inside where X is the layer/depth (0,1,...).

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stefos
stefos

I have been looking forward to seeing this engine working and downloadable but after all these years I do not see this happening. On a number of occasions you have stated you only have to clean up a few things and finalize before release, that was nearly 2 years ago.

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Dragonlord Creator
Dragonlord

Don't worry. The release is slated for within 2-3 weeks from now. What's left currently is brushing up the example project so people get a grasp of what can be done as well as brushing up the documentation (Wiki side). Then the public GIT repo will be set up with an initial cast of builds (linux and windows for the time being).

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stefos
stefos

Thanks for the great news looking forward!

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kogolbok
kogolbok

Hello. Can someone point me, where can I download Drag[en]gine? I can not find it on theyr website, can't find on their Wiki, nor could I find it here. No prebuilt engine, no modules, no sources, nothing. How can I try it?

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Dragonlord Creator
Dragonlord

It's not available to the public yet. There are a few things I need to clean up and finalize first before I open up the repository. I prefer a solid first release than endless patchwork.

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Treki26
Treki26

wow, this engine looks really promising. Sadly I use a mac and can't run it, Is there any plans for a mac version? It wouldn't be to hard to port it if it runs on Linux.

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Dragonlord Creator
Dragonlord

The engine is POSIX based. Only thing that has to be ported is the launcher as the rest would work out of the box. Only problem: I've no access to a mac. If anybody donates a mac strong enough to run advanced graphics it could be done. Otherwise I'm afraid not for the near future.

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Treki26
Treki26

Darn, the problem is that macs are fairly pricy, It would be hard to find a person willing to donate a up to date mac.
Also just wondering, what is the launcher written in?

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Dragonlord Creator
Dragonlord

They are written in C++. This is though not mandatory. Every language able to link to a C++ library can be used to write a launcher.

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Latest tweets from @epsylongame

RT @DragonDreamsGD: Drag[en]gine Game Engine 1.8.1 and DEMoCap 0.3 has been released with bug fixes, MoCap improvements, MoCap Project… T.co

Dec 19 2021

RT @DragonDreamsGD: Drag[en]gine 1.8 and DEMoCap 0.2 is available now for download: Indiedb.com Youtube.com F… T.co

Dec 5 2021

RT @DragonDreamsGD: DEMoCap 0.1 Pre-Release is out allowing to do VR Motion Capture for your Game Projects. Youtube.com D… T.co

Nov 18 2021

RT @DragonDreamsGD: Drag[en]gine Game Engine 1.7.1 has been released with bug fixes mainly paving the way for the upcoming DEMoCap rele… T.co

Nov 16 2021

RT @DragonDreamsGD: Drag[en]gine Game Engine 1.7 has been released with more #VR behaviors besides other additions:… T.co

Nov 7 2021

RT @DragonDreamsGD: The HeroFest 2021 is now history. This time around you could play also with Sean and discover one of here abilitie… T.co

Oct 5 2021

RT @DragonDreamsGD: Drag[en]gine Game Engine Release 1.6 now live with #VR support: Indiedb.com WIP: DEMoCap. Motion Captu… T.co

Sep 15 2021

RT @DragonDreamsGD: Drag[en]gine Game Engine Release 1.5 has been release with heavy Graphic Module performance optimizations and True… T.co

Jul 7 2021

RT @DragonDreamsGD: Getting ready to crank up Drag[en]gine Game Engine quality level. The engine contains now Testing Framework and a… T.co

Dec 22 2020

RT @DragonDreamsGD: The current global situation as well as the Game Engine Release cause a few weeks delay on the public demo. As a t… T.co

Dec 7 2020