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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11 comments by Dragonlord on Sep 17th, 2011

A bunch of other projects (especially in real life) got in the way of development so things slowed down a bit. Nevertheless another entry on the list of remaining tasks to do for the first engine release could be complete. Now I can head over to the rest of the entries on the list and these should hopefully not be that work intensive.

Particle System Improvements

The particle system received a bunch of updates which I had on my list since some time. As a new trend I talked about recently I'm not going to write much here but instead show you over to the Particle Emitter Wiki Page containing detailed information. So here just a short list of what changed. See the Wiki page for explanation on what each of the changes does.

  • Splitting into Particle Emitters and Particle Emitter Instances similar to animators. Makes working with particle emitters simpler as you have now the definition in one Particle Emitter that you can reuse on as many Particle Emitter Instances as required.
  • Support for multiple Types. Particles emitters have now different types of particles to allow richer particle systems and easier handling by the user.
  • Support for Collision Emitters. Produces emitter instances on particle impacts allowing to cascade particle emitters.
  • Support for Trail Emitters. Maintains an emitter instance for particles acting as their trail.
  • Support for complex burst type emitters using new parameter "Particle Count" and various changes to the emitter behavior
  • Support for Mesh Casting. Supports casting particles from vertices or faces of a model
  • IGDE supports now particle emitter inside game definitions for quick usage
  • Various changes on the particle emitter to help designing and testing emitters
  • and various other changes and improvements

So without further ado a bunch of particle emitters showcasing the various changes and to give a quick overview of what can be done.


I also made a test with it a couple of days ago with another model of mine. Here the particle emitter is attached to a model bone (first example particle emitter from the previous video used here). This shows also a test with Animation Difference to do body tilting. This method is especially nice since you can do full body tilt with various similar animations using only 1 additional animation (a tilt animation).


Outlook

With this task gone the list of remaining tasks to release the engine is one less. Next step is adding the nodes support to animators and skins to add another layer of control for these cases where you want to do the really crazy and complex stuff. So stay tuned.

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Comments  (0 - 10 of 79)
masternerdguy
masternerdguy Oct 9 2011, 6:29pm says: Online

"Open standards and free file formats ensure unrestricted and easy modding using free software applications"

Dragonlord, you're the man.

+1 vote     reply to comment
Cnaff
Cnaff Aug 12 2011, 2:47pm says: Online

I've said it before, but to me it seems like this engine is all about gameplay instead of graphics. And the gameplay looks like a lot of fun, love it!

+1 vote     reply to comment
CMDKeen
CMDKeen Jul 16 2011, 6:14am says:

Wow, I'm out for a while and suddenly a great update!

+1 vote     reply to comment
andy1318
andy1318 May 12 2011, 4:29pm says:

I have high hopes for your mod, I remember seeing it years ago. It looks great, keep it up!

+1 vote     reply to comment
Dragonlord
Dragonlord May 15 2011, 9:10pm replied:

It's actually a game not a mod. It's not based on any existing game but is standalone.

+3 votes     reply to comment
Oktyabr
Oktyabr Apr 2 2011, 11:54pm says:

Nice looking so far! Hope to see something in the way of a beta someday :)

--fellow blender and linux user

+1 vote     reply to comment
jezek2
jezek2 Mar 20 2011, 6:52pm says:

Hi, thanks for the articles and videos, it's quite inspiring for developing my own game/engine: Indiedb.com For example thanks to your article I finally got that depth peeling is so easy, I've always avoided it because it sounded complex and slow and nobody stated it's not complicated at all :)

While I won't use your engine as I have my own, I think that your engine will be one of the best open source engines once done as you really design it, not just blindly adding bunch of features, but thinking about them, inventing new approaches or mixing them in unusual ways.

+2 votes     reply to comment
Dragonlord
Dragonlord Mar 21 2011, 10:09am replied:

You might also want to look for Depth Peeling with MSBs (MultiSampling Buffers). It's a different approach using MSBs but more complex, limited to certain situations (which might be enough depending on the game in question) and so far DirectX only (I think there's an extension for OpenGL but I'm not sure right now) but it might work better for certain scenarios as it sort of renders depth once then sorts it on the GPU.

+2 votes     reply to comment
AKNightHawk
AKNightHawk Mar 26 2011, 5:52pm replied:

Well you already answered the file format for objects question. The .model formats is the object formats. Mainly that was what I was asking. Your standard model format. Sadly though I don't use blender to create and export models with. I find blender confusing and clunky I use 3Ds Max to create models and stuff with.

As for help though I could help you create game models and stuff. And give you some real nice models to create worlds with. depending on what your wanting to make a demo of. I noticed you had a real kewl looking Robot in one of your pics. I got alot of robots and vehicles I could give you if you wanted to create some type of robot game. I even have a nice robot dragon as well.

+1 vote     reply to comment
Dragonlord
Dragonlord Mar 26 2011, 8:36pm replied:

There is nothing like a standard model format as you can use everything a model exists for. If more model formats are requested new Model Modules can be created. Besides the model format I defined is not difficult. I'm sure 3Ds has support for plugins so an exporter can be made. Besides the IGDE will be able to convert resources from one format to the other so this should not be a problem in the end.

Concerning the robot you mean most probably the Shield Liger model I made (not finished) for learning purpose. I have though different plans for that guy so it's not going to be for a demo reel.

That said it would be possible to make stuff to show-case the engine. This would not be required to be something coherent. Would be possible to make small maps to show different features if this is what somebody wants to do.

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