... for the Game Designer:
... for the Module Coder:
... for the Customer:
For more information check out the Drag[en]gine Wiki.
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:
This year had been quite a ride in many ways as I'm certain many can agree with.
One of the major tasks had been to release the Drag[en]gine Game Engine to the public which hit version 1.4 recently. Once the most pressing bugs had been resolved the focus shifted back to the public demo.
For this the player feedbacks from the booth had been taken into account. Various parts of the game had been revised and improved. This required some extra work but it has been worth it. The playability improved a lot.
The main plan had been to get the public demo ready by the end of this year. This has been pushed back by a few weeks due to the above reasons. As a tooth sweeter in the mean time here a little pot-pourri from the public demo.
Don't forget to vote for Epsylon in the IOTY to show your support.
Also vote if you want to support the Drag[en]gine Game Engine. It's a combi package. You get all in one.
The new Drag[en]gine Game Engine Release 1.4 is ready for action.
Improved Tone-Mapping and added "Camera Relative Emissivity Intensity" solving lighting problems.
Simplifies using KDevelop to develop games with using the Drag[en]gine Game Engine together with the DragonScript Language.
Feeding the Dragon with a new Release to make stronger and bigger with this new game engine release.
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...
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Editor's too complex, cluncky
Can you explain where you have troubles?
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?
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,...).
License is awful.
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.
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.
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).
Thanks for the great news looking forward!
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?
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.