... 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:
Some of the changes:
See the full changelog here: Changelog Release 1.13.
The Drag[en]gine game engine network module uses DNP (Drag[en]gine Network Protocol) to communicate with other game engine instances. For certain use cases you do not need a full fledged game engine. For these situations the Drag[en]gine Network Library has been created. These are static libraries to include into existing applications to speak DNP. Supported right now are:
Typical use case are:
The video below shows the example clients included in the release which synchronizes a simple float value.
See the source code in the Github Repository for how to use these libraries.
To help distribute your games find here also the updated distribution files for Steam and Microsoft App Store.
Drag[en]gine reached 1.12 and has a new demo project: Super Sponza.
Released the first version of the DEMoCap Blender Tools simplifying the process of importing motion capture into Blender and post processing.
DEMoCap made its appearance on the Steam Store. Also available now the Delga Distribution files for your projects.
Another release ready of Drag[en]gine and DEMoCap. Also working on getting DEMoCap onto Steam.
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