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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RSS Related Articles

I promised to talk about Generated Content in the next news post. Various work wend on in parallel so it took a bit longer. So here goes nothing.

Generated Content

One aim of this project is to make a game where the player really does investigate the story not just follow a red thread disallowed to side step one bit. To achieve this the story in this game modifies as the player progresses, and especially how he progresses. New NPCs and locations will be added to the story as the situation requires. To achieve this the game has to be able to generate location content to provide the scenes required. The video below outlines the result and how it is done from a mapper perspective. In contrary to other videos it is voiced.


In a nutshell the game supports defining generated content in separate world files. Inside the game world are placed PlaceholderBuildingPart. If desired to generate content one world file chosen at random is generated. This includes hallways and flats (rooms). Trying to enter flats generates more content. Classes like RandomGenerateStub (load from random world file) and RandomElement (pick random class) eventually produce the final props populating the new areas. All this properly persist with save states hence the game world grows with each new content and the new content persists.

Besides this more stuff has been done.

Additional Platform Support

Support for new platforms has been added. Drag[en]gine basically works now also on MacOS platform (no IGDE yet). Still working on the details and removing some problems but it works.


But that's not stopping. Android platform is basically working too using DELGA files. What is DELGA? I'll tell you later :D .

Last but not least for those in the knows Haiku-OS basic supports works too.

Drag[en]gine on Haiku-OS

Up Next

That has been quite a lot of work recently, especially code wise. What's coming up next I'll leave up to you to discover. After all this is a detective game, isn't it? ;)

Bend-y and Weasel-y Dragons

Bend-y and Weasel-y Dragons

Epsylon 2 comments

Sean demonstrates how bend-y and weasel-y dragons really are. If you can't get some place don't forget about your partner.

Meet the Player-Base

Meet the Player-Base

Epsylon 1 comment

Introducing Work-In-Progress on the first Player-Base... And Sean having troubles with modern devices.

Drag[en]gine Portable Launching

Drag[en]gine Portable Launching

Epsylon

Games are locked to one computer... O'Rly? Not with the Drag[en]gine Game Engine. Get Portable!

Constructed and Variation Textures

Constructed and Variation Textures

News 1 comment

Twitter summary about new features for mappers and modellers.

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 94)
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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notaclevername
notaclevername

Looking for some updates, I have hi hopes for this engine. Anyway to keep the mouse pointer a normal pointer tho?, that looks like it will stunt my productivity.

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Dragonlord Creator
Dragonlord

The updates are there (huge ones) but it's all too connected to split apart. I'll inform in due time. Concerning the mouse pointer it is just my developer system. Neither the game engine nor the design tools force any mouse pointer on you. That would be really stupid :D

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DonBre
DonBre

Really love the video and how the dragon was modeled

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Lord_Baal
Lord_Baal

Hi, could this be used for example, to make a game that's a combination between Civ and Total War?

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Dragonlord Creator
Dragonlord

In general you can use it for any kind of game. The engine is build on prodiving a generic approach with common game building elements without limiting you on a certain game type.

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SinKing
SinKing

One question - is there any kind of lightmap baking involved for static meshes, such as in Unreal Engine? I recently used Unity, CrySDK and Unreal 4 and U4 needs different assets (convex/closed meshes are best), while Cry and Unity don't and light everything in realtime; or so it seems.

If the first is the case, would it be possible to bake lightmaps for the levels in Maya and use them in your editor? I've always found it annoying how you are forced to bake these lightmaps with UDK's crappy baking. I would always prefer to bake it in my 3D program, because then I can have some control.

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Dragonlord Creator
Dragonlord

The graphic modules are free to choose dynamic or static lighting as they see fit. The default is fully dynamic lighting. If a graphic module chooses to use static lighting it is responsible to build those on the fly itself.

The graphic module used here does fully dynamic lighting. I could add a pre-lighting texture property if the demand exists. In this case the light map could be done with any application able to export them to an image file.

I don't know about CE but as far as I know Unity works a lot with light maps while it though also supports dynamic lighting.

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Latest tweets from @epsylongame

Time to explain Generate Content & some MacOS/HaikuOS Indiedb.com Youtu.be #indiedev #indiegames #SwissGames

Oct 2 2017

For Developers more Wiki pages up for Drag[en]gine IGDE Editors (WIP): Dragengine.rptd.ch. #indiedev #indiegames #SwissGames

Aug 1 2017

Dragon Sean is now Bend-y and Weasel-y around corners; with Test Dragon Parcour :D Youtu.be #indiedev #indiegames #SwissGames

Jul 30 2017

Meet Player-Base (WIP): Sleep, Review clues, Investigate CyberNet and more: Youtu.be #indiedev #indiegames #SwissGames

Jul 3 2017

Drag[en]gine, so cool it even runs off usb drive taking games/projects with you. Youtu.be #indiedev #indiegames #swissgames

May 1 2017

New Variation Texture Property for better tiling and other interesting uses Youtu.be #indiedev #indiegames #swissgames

Apr 1 2017

Improving caching in engine modules and new disk space info-panel in GUI Launcher to keep track of usage. #indiedevT.co

Mar 30 2017

Toying with more constructed texture support leads to funny things sometimes :D Youtu.be #indiedev #indiegames #swissgames

Mar 18 2017

Constructed Texture added to Drag[en]gine Game Engine. Nifty stuff for artists: Youtu.be #indiedev #indiegames #swissgames

Mar 12 2017

Info and details about Locomotion in the Drag[en]gine Game Engine Dragengine.rptd.ch. Get Moving 🚶 #indiedevT.co

Feb 22 2017

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