... 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 release contains various bug fixes and improvements but also new features to help with special effects and simplifying animation work.
This includes clip.plane and clip.plane.border texture properties. These new texture properties allow to define a per-texture clip plane (defined by an animation bone) to dynamically make parts of your model vanish. Optionally the border can be soft to create a soft vanishing. Since this is per-texture you can easily create special effects fully inside a skin file.
Another addition is the support for dynamic constructed skin texture properties. So far constructed texture properties</b had been required to be static. Now they can be dynamic with certain node parameters assigned a mapped. These work like mapped texture properties allowing to use input mangled through a curve. You can also use renderables as input for mapped allowing all kinds of effects to be done easily.
See the full changelog here: Changelog Release 1.18.
To help distribute your games find here also the updated distribution files for Steam and Microsoft App Store.
So far DEMoCap had been available as early-access. Now the VR Motion Capture Tool received the first official non-early-access release. This release contains various work to make the basic functionality work well across various test characters. The main focus of DEMoCap is on creating Motion Capture for humanoid and especially non-humanoid game characters without the chore of existing motion capture solutions. Post-processing is mostly not required since the motion capture is applied in real-time to your game character. You can immediately examine the result and re-take capture sequences until they fit perfectly. If you have access to VR equipment (HMD, VIVE trackers) you can get started and spare yourself complex camera setups and motion capture suits.
See the DEMoCap Wiki and the Example Characters page for additional information.
Jump in and learn the ropes of the game in this Demo Version.
New releases everywhere! This time with Blender Live-Connect Add-On for alternate work-flow.
New releases containing performance improvements for Stereo Rendering, IPv6 support and Object Grab improvements.
DEMoCap 0.7 is now ready to test with new object capture support and network access support to connect to Unreal Live Link.
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...
Hey bro. It has been a very long time since I posted to ya. Hope your good buddy. I just wanted to let ya know I added your engine link to my new Game Design Social Network.
Aknighthawks.space
If you want to come to the site and Register you could add a space for your engine. And maybe get more people to know about it. Anyway hope to hear from ya bud. Have a good one! :)
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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,...).
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.
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.
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.
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?
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.