• Register
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:

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
RSS Related Articles

Long time overdue news posts incoming. News posts on IndieDB had been cut in the recent month for a reason. The news system is really time consuming. For this reason since this year news are going to be posted first on the Project Twitter Account while IndieDB will get nows posts here and there. Today is though one such day and thus without further ado...

Let's Play... Tutorial Mission


This video here is taking you from the start all the way through the tutorial mission. It introduces the player to human game mechanics as well as allowing the player to collect his first clues and leads to get started. Creating the tutorial mission takes a lot longer than the real scenarios later on since the player has to be pulled tightly on a short leash through all he has to see and do. I had to twist, rework and modify the mission a bunch of times to get the player in contact with all important game mechanics while preventing it from feeling artificial or staged. Creating all the new art assets, engine improvements and new game mechanics consumed the rest. The real scenarios will be faster since the player free roaming there.

But enough of all this, onwards to the video. Somebody wanted to add music but dropped out some time ago. So no background music. If you want to jump in and fill this spot feel free to contact me. Also there is no voice acting in this video and will not be in future videos. It makes no sense to do voice acting if the lines are not all finished so I left it out. With this out of the way, good watch!

What new things I did miss?


Out of the many things worked a few notes for those interested:

  • Modular building construction. The inside of the building is made from reusable and customizeable building pieces. Each pieces holds all information: geometry, lighting, navigation meshes, collision, movie-camera areas and many more. Buildings will be generated using those later on. I'll make a separate video about the movie-camera soon.
  • Finished computer snooping. Rummage around mails and files downloading them to your smartphone for later use. Need to poke at info you found? Keep the phone out keep the info ready at hand.
  • Mini-Map in form of a smartphone app. No floating mini-map somewhere in a screen corner. The rest of the UI is going to vanish too soon.
  • Swiss-Army-Knife. This is your Multi-Tool. Pull it out whenever you want to tinker with something. See if you can find all the things you will be able to do.
  • Climbing on/through things. Player can not jump around anytime he wants. Climbing is an own action now. Much better this way
  • Close-up examine objects to find more clues
  • Styled-Text and dynamic content support on conversation. Tutorial sections are one use of it. More will follow.
  • Materials changing with weather (wet on rainy like after leaving the building)
  • More models, more textures, mode sounds, more conversation... it starts building up.

More than ever this project is in need of modelers and texture artists.

If you are interested get in contact with me

And for all others, don't forget, it's voting time!

You want to see a private eye game of the different kind? Then vote before it's too late!



Indie of the Year Awards



Height Terrain Navigation Space

Height Terrain Navigation Space

News

A little candy before the next news post comes around.

Dynamic Audio System

Dynamic Audio System

Epsylon

This time around the Audio System received some overdue additions in preparation for what is to come.

AI! AI, Everywhere!

AI! AI, Everywhere!

Epsylon 1 comment

During the last month a lot of work went into AI development, performance optimizing scripts and the usual feature improvements and bug-fixing.

Getting up to Speed with all new good things and Game-Dev Docs

Getting up to Speed with all new good things and Game-Dev Docs

News 2 comments

Total Work-Tech-Aholic month to leap the engine forward both tech wise and documentation wise.

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.

Reply Good karma Bad karma+1 vote
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.

Reply Good karma+1 vote
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?

Reply Good karma Bad karma+1 vote
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.

Reply Good karma+1 vote
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.

Reply Good karma Bad karma+1 vote
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

Reply Good karma+1 vote
DonBre
DonBre

Really love the video and how the dragon was modeled

Reply Good karma Bad karma+1 vote
Lord_Baal
Lord_Baal

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

Reply Good karma Bad karma+1 vote
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.

Reply Good karma+2 votes
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.

Reply Good karma Bad karma+2 votes
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.

Reply Good karma+2 votes
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Report Profile
Platforms
Windows, Linux
Company
Team Epsylon
Contact
Send Message
Licence
L-GPL
Release date
Engine watch
Follow
Share
Twitter

Latest tweets from @epsylongame

Let's Play: Tutorial Mission! Indiedb.com. Don't forget to vote; #ioty #infiedev #indiegames #swissgames Youtu.be

Dec 8 2016

Floating, impersonal Mini-Maps are boring. Epsylon gives you real in-game Mini-Map: Youtu.be #indiedev #indiegames #indiedb

Nov 29 2016

Combine all stuff: snooping around, nicking files, checking files on your smartphone Youtu.be. #indiedev #indiegames #indiedb

Sep 26 2016

Found some security footage on the laptop snooping around. Who might this guy be? #indiedev #indiegames #indiedb T.co

Sep 18 2016

New document reader app for snooping around and nicking files to your smartphone. #indiedev #indiegames #indiedb T.co

Sep 13 2016

Improving Video Textures for painless SFX Effects and more. Theora and APNG support: Youtu.be. #indiedev #indiegames #indiedb

Sep 1 2016

More UI improvements (functional and sugar coating). Happy snooping around. #indiedev #indiegames #indiedb T.co

Aug 21 2016

Improving "Application" UIs and script bug fixing. Can you find the password? #indiedev #indiegames #indiedb T.co

Aug 14 2016

Sneaky peeking at encrypted files on other peoples laptop. What could he be hiding? #indiedev #indiegames T.co

Aug 8 2016

Bridge the gap until next News Post! Height Terrain Nav-Spaces: Moddb.com. #indiedev #indiegames T.co

Jun 5 2016

Embed Buttons
Link to Drag[en]gine by selecting a button and using the embed code provided more...
Drag[en]gine
Statistics
Rank
67 of 711
Last Update
Watchers
190 members
Games
1
Articles
95