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.

Legal Information

The Drag[en]gine Game Engine is dual licensed under L-GPL (for commercial projects and proprietary use like on consoles) and GPL (for free game project). This affects only game engine modules, launchers and IGDE editors. Game projects do not link against the game engine and thus are not affected by the license.


In short: By using Drag[en]gine you do not have to worry about licensing at all.

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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Drag[en]gine Game Engine 1.18 Release

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.


DEMoCap 1.0 Release

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.


Epsylon Demo Out Now

Epsylon Demo Out Now

Epsylon 1 comment

Jump in and learn the ropes of the game in this Demo Version.

Drag[en]gine 1.15, DEMoCap 0.9 and DENetworLibrary 1.1.1 Released

Drag[en]gine 1.15, DEMoCap 0.9 and DENetworLibrary 1.1.1 Released

News

New releases everywhere! This time with Blender Live-Connect Add-On for alternate work-flow.

Drag[en]gine 1.14 and DEMoCap 0.8 Released

Drag[en]gine 1.14 and DEMoCap 0.8 Released

News

New releases containing performance improvements for Stereo Rendering, IPv6 support and Object Grab improvements.

DEMoCap 0.7 Release

DEMoCap 0.7 Release

News

DEMoCap 0.7 is now ready to test with new object capture support and network access support to connect to Unreal Live Link.

Add game Games
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...

Post comment Comments  (0 - 10 of 103)
AKNightHawk
AKNightHawk

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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Guest

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OrangeNero
OrangeNero

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?

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Dragonlord Creator
Dragonlord

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,...).

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stefos
stefos

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.

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Dragonlord Creator
Dragonlord

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).

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stefos
stefos

Thanks for the great news looking forward!

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kogolbok
kogolbok

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?

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Dragonlord Creator
Dragonlord

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.

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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.

Reply Good karma+3 votes
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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Latest tweets from @epsylongame

RT @DragonDreamsGD: The Epsylon Demo is Out Now: Indiedb.com In English and German for Linux and Windows. Get it on Steam… T.co

Dec 5 2022

RT @DragonDreamsGD: A little bit of motion capture jam session to show some examples of what can be done with DEMoCap:… T.co

Sep 4 2022

RT @DragonDreamsGD: Drag[en]gine 1.15, DENetworkLibrary 1.1.1 and DEMoCap 0.9 released. In particular includes Blender Live-Connection… T.co

Sep 3 2022

RT @DragonDreamsGD: Drag[en]gine 1.14 and DEMoCap 0.8 release with improved VR render performance, IPv6 network support and improved Gr… T.co

Aug 14 2022

RT @DragonDreamsGD: DEMoCap 0.7 has been release with Object Capture and Network Access Support. You can now also use Unreal Live Link… T.co

Jul 14 2022

RT @DragonDreamsGD: Drag[en]gine reached 1.13 and has now the new DENetwork Library to connect all kinds of applications to Drag[en]gin… T.co

Jul 1 2022

RT @DragonDreamsGD: Released Drag[en]gine Networking Library 1.0 . Allows all kinds of applications (C++, Java, more to come) to connec… T.co

Jun 30 2022

RT @DragonDreamsGD: Drag[en]gine reached 1.12 and has a new demo project: Super Sponza. All about it here: Indiedb.comT.co

May 26 2022

RT @DragonDreamsGD: Released DEMoCap Blender Tools simplifying importing and post processing motion capture into Blender:… T.co

Apr 22 2022

RT @DragonDreamsGD: DEMoCap is now on the Steam Store. Also available the Delga Distribution files to distribute your Drag[en]gine proj… T.co

Apr 15 2022