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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 Articles

There is currently a lot of work going on about game mechanics and more but more will be not disclosed yet. In the mean time to bridge the time until all is prepared for the news post have some Drag[en]gine goodies that also took place during this time. The focus in this news post is on Height Terrain Navigation Spaces and Navigation Space Optimizations. So no long words but instead a video.

And here a little short-list of what else went on that is Drag[en]gine specific.

  • Improving synthesizer (basic effects, loader scripts), dynamic music scripts and announcer scripts
  • Improving OpenAL handling limited hardware voices
  • Android debugging, speed improvements (armeabi-v7a-hard support) and android mess-up fixing
  • Working on "test project" for first time users to learn the ropes
  • Lots of improvements and new features on world, conversation and other editors
  • Various fixes and improvements on Blender export scripts
  • Various fixes and improvements on light/ambient handling with shadows
  • Eventually fixing the annoying libPNG problem
  • Navigation Spaces support on Height Terrains
  • Removing old and deprecated code to get closer to release state
  • Navigation Space Blocking improved with Optimization Pass
  • Navigation Space Linking improved for easier and more predictable use

So long until the real big news post comes around.

Dynamic Audio System

Dynamic Audio System

Epsylon 0 comments

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.

New Year goodies with Core and Skinning

New Year goodies with Core and Skinning

News 2 comments

Getting closer to the first release with Core and tightening screws here and there

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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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