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The Drag[en]gine is a fully customizable game engine and game development environment designed with modularity and extensibility in mind not requiring expensive licenses.

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CMDKeen
CMDKeen - - 647 comments

I just watched the whole video again. You can't stop me! =p

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Dragonlord Author
Dragonlord - - 1,934 comments

Looks like. But quality still doesn't work... :/

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CMDKeen
CMDKeen - - 647 comments

Aw, that's a shame. Is there any probglem with Youtube, apart from it not being a ModDB video?

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Dragonlord Author
Dragonlord - - 1,934 comments

People prefer it on ModDB... and so do I... But the quality problem is difficult to solve it looks like.

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CMDKeen
CMDKeen - - 647 comments

Yeah, it's more convenient to have the video here, but if the problems persist, there may not be much of a choice. Maybe try contacting the staff about it?

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AKNightHawk
AKNightHawk - - 108 comments

Wow your engine is coming along nicely. I watched the other video you posted on youtube. I must say it is growing into a awesome engine. If I may make a couple suggestions. For your material selector. I noticed you had a little trouble determining which material was for what part of the object. When you select the material you might want it to highlight that part of the mesh. Make it glow. So you know which part it is going to change. It might make things easier on the people that will be using your product. Along with yourself. I will post my other suggestions next post.

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Dragonlord Author
Dragonlord - - 1,934 comments

It would be a possibility. The problem here had been though more that I didn't name the textures usefully yet as it is a WIP model for testing stuff. In production models texture names should be meaningful which prevents this kind of problem.

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AKNightHawk
AKNightHawk - - 108 comments

My other suggestion is for your materials for the ground. Might I suggest that you add a Base map and detail map texture to it as well. Along with normal maps for both and specular? Basically that way people could use base textures that cover the entire terrain. Similar to what I do in my game Assault Knights.

Indiedb.com

You can make some beautiful maps with this kind of system.

Also it didn't look like it to me but can you use normal maps on your textures? I wasn't sure. But it looks like your city map isn't using normal maps at all. Am I wrong or? Other then them small things your engine is coming along quite nicely. I really like it. And all it's features. I can't wait to see more updates!

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Dragonlord Author
Dragonlord - - 1,934 comments

It uses physically based rendering, hence normal maps, roughness and reflectivity but it does this in realistic quantities not blowing it all out of proportion. It's realistic that if you are all out in plain sunlight that normal maps barely have any effect. In other lighting conditions you see them better. If you would overdrive them in this lighting condition it would look really crappy in low-light conditions. Blowing normal maps out of proportion is one of the most often comitted errors. It just doesn't look good no matter how you twist and turn it.

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AKNightHawk
AKNightHawk - - 108 comments

Nice. I really look forward to seeing more updates. Do you plan on adding complete terrain culling with this system too? And how large can your terrains be? Are you planning on any type of infinity terrain system kinda like Skyrim or other elder scrolls games? What about terrain lod and stuff like that? Have you ever tried to max out your system with models and make a complete and large map yet with alot of assets? How well do you think the system will run with alot of assets on a map?

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Dragonlord Author
Dragonlord - - 1,934 comments

Occlusion culling is already included as is terrain rendering with automatic LODing. In general there is no limitation to the terrain you can make. It's up to the game maker to choose the streaming technique best fitting the game content. This also means that you can already do infinite terrain with the appropriate scripts.

And as a correction TES (especially Craprim) does not have infinite terrain system. Actually terrain cells are much smaller than old school Quake or Half-Life maps. You can do the same cell type loading with the Drag[en]gine if you want to but without the restrictions TES imposes. You could also procedurally generate the content if this is what you are looking for. In general the Drag[en]gine is fully dynamic down to the terrain, what you can't claim of TES or Craprim in any ways.

The Drag[en]gine doesn't know maxing out a scene the way other engines define it. It all depends on the graphic module used by the player. The module decides itself how it LODs down the scene to make it as playable as possible. The optimizations in the graphic module are an ongoing process especially after the first release. So in general just put in what you want within reasonable limits. I would certainly not expect millions of objects with millions of triangles to render well. GPUs just have that many tris-per-sec and fill-rate so there's a natural limit to everything.

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AKNightHawk
AKNightHawk - - 108 comments

Also have you made a model importer for your game engine? And what is it for? If not might I suggest this model importing library for your engine? It is completely free.

Assimp.sourceforge.net

And can import many formats.

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Dragonlord Author
Dragonlord - - 1,934 comments

Importing is done using specialized importer modules for different resource types. Currently my own model format is loaded but many more can be implemented according to needs. That library is nice but Windows only so not an option at all.

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World editor preview video. See the respective news post for information and the Youtu.be YouTube video for a higher quality version.