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 1.4


If you have installed the Drag[en]gine and/or IGDE using repositories or market place updates arrive automatically.
Otherwise get the 1.4 release files from the Download Section. You can install it over the 1.3 release but it is recommended to uninstalling 1.3 first to keep the game engine directory clean.

To develop games you do not need the game engine source code. Just install the IGDE, create a project, run and distribute to *.delga file and you are done.

Some of the new Features besides others


Added IES Image Module able to load *.ies files (IESNA LM-63 Photometric Data File).

Added support to preview light materials in skin editor. Engine includes now an always present pack of common IES profiles.


Replaced old tone mapping operator to improve image quality due to better shaped curve.

Added support for emissivity.camera.adapted to allow emissivities to be relative to camera adapted intensity (aka maximum intensity).


Added ECBehaviorStepAside and ECBehaviorClearPath to allow actors to moving other actors in their path out of the way. Useful to avoid actors getting stuck (NPC/NPC or NPC/Player).

Added ECBehaviorInteractionSpot and ECBehaviorOccupier to simplify interacting with elements.


You can find the full Changelog of the latest release on this Perma-Link:
Changelog Latest Release

If you find bugs or missing features please Please report them on GitHub or at the Developer Forum.

If you have questions, suggestions or other inquiries you can PM me here or stop by the Discord Channel.

Camera Adapted Emissivity Intensity

Camera Adapted Emissivity Intensity

News

Improved Tone-Mapping and added "Camera Relative Emissivity Intensity" solving lighting problems.

KDevelop DragonScript Language Support

KDevelop DragonScript Language Support

News

Simplifies using KDevelop to develop games with using the Drag[en]gine Game Engine together with the DragonScript Language.

Drag[en]gine Game Engine Relese 1.3

Drag[en]gine Game Engine Relese 1.3

News

Feeding the Dragon with a new Release to make stronger and bigger with this new game engine release.

Ubuntu 20.04 PPA

Ubuntu 20.04 PPA

News

For Ubuntu 20.04 (Focal) Users there is now a PPA where you get the newest Game Engine and IGDE updates automatically.

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 105)
Guest
Guest

Editor's too complex, cluncky

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Dragonlord Creator
Dragonlord

Can you explain where you have troubles?

Reply Good karma+1 vote
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?

Reply Good karma Bad karma+1 vote
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,...).

Reply Good karma+2 votes
Guest
Guest

License is awful.

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Dragonlord Creator
Dragonlord

Can you please elaborate why?

1) LGPL allows your project to be GPL (for FOSS projects) or any license you want (commercially, proprietary).

2) The game engine is using launchers. This way your project does not link against the game engine. You are free to use whatever license you want on your project.

As you see no license type is forced upon you. This can not be said about any other game engine.

Reply Good karma+2 votes
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).

Reply Good karma+1 vote
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.

Reply Good karma+4 votes
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Twitter

Latest tweets from @dragondreamsgd, @epsylongame

RT @DragonDreamsGD: Drag[en]gine Game Engine Release 1.4 is ready for action. News Post: Indiedb.com Some of the new Feat… T.co

12hours ago by epsylongame

RT @DragonDreamsGD: Something in between while waiting for the Demo. Improved Tone-Mapping and added "Camera Relative Emissivity Inten… T.co

Nov 7 2020 by epsylongame

Something in between while waiting for the Demo. Improved Tone-Mapping and added "Camera Relative Emissivity Inten… T.co

Nov 7 2020 by dragondreamsgd

RT @DragonDreamsGD: Something in-between working on the public demo. Drag[en]gine has now an IES Image Module. Way to make lighting re… T.co

Oct 27 2020 by epsylongame

Something in-between working on the public demo. Drag[en]gine has now an IES Image Module. Way to make lighting re… T.co

Oct 27 2020 by dragondreamsgd

RT @DragonDreamsGD: It took longer the API is complicated but now it is here, the KDevelop DragonScript Plugin (Linux). Supports Synta… T.co

Oct 14 2020 by epsylongame

It took longer the API is complicated but now it is here, the KDevelop DragonScript Plugin (Linux). Supports Synta… T.co

Oct 14 2020 by dragondreamsgd

RT @DragonDreamsGD: The DragonDreams PPA has been reworked to provide better split Software Packages. It's now easier to find the pack… T.co

Sep 22 2020 by epsylongame

The DragonDreams PPA has been reworked to provide better split Software Packages. It's now easier to find the pack… T.co

Sep 22 2020 by dragondreamsgd

RT @DragonDreamsGD: Drag[en]gine Game Engine Release 1.3 Feeding the Dragon with a new Release to make it stronger and bigger.… T.co

Sep 14 2020 by epsylongame

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