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:

Post article RSS Articles

Drag[en]gine 1.29 Released

News

Drag[en]gine 1.29 Release

This release has the following major additions besides other improvements and fixes:

  • Drag[en]gine: Added support to respect XDG_CONFIG_HOME and XDG_CACHE_HOME.
  • Drag[en]gine: Added GPG signatures for nightly and release build artifacts.
  • Drag[en]gine: Added ArchLinux package and Flathub flatpak package.
  • Drag[en]gine: Added support for scalable fonts and added FreeType module to use .ttf files.
  • DragonScript: Added support to set newPage property for styled text definition nodes and to import styled text into other styled text ('import' tag).
  • DragonScript: Added support for directional navigation using gamepad hat/dpad.
  • DragonScript: Added support for tag resolving conversation commands/conditions (both game and actor).
  • OpenXR: Added support for XR_MNDX_xdev_space.
  • OpenXR: Added support for passthrough using blend mode in addition to facebook extension.
  • World Editor: Added limit box support. This allows users to define a visible box around the world indicating a custom limit.
  • World Editor: Added support to add attachable behaviors in world editor in addition to in-game.
  • World Editor: Added support to press and hold control key to show all objects along view ray as well as selecting a specific object along the view ray using a dialog.

The full changelog you can find here: Changelog Release 1.29

DEMoCap 1.5 Release

DEMoCap 1.5 Release

News

DEMoCap 1.5 Released Usage improvements and bug fixes.

Drag[en]gine 1.28 and DEMoCap 1.4 Released

Drag[en]gine 1.28 and DEMoCap 1.4 Released

News

Introducing parallel conversation scripts, VR hand interactions and more.

Drag[en]gine 1.26 Released

Drag[en]gine 1.26 Released

News

Enter the Multiverse with ECBehaviorWorld and speed up logic developing with XML behavior tree and state machines improvements.

DEMoCap 1.3 Released

DEMoCap 1.3 Released

News

Waist control, feet-to-ground, head shifting and XML behavior element class support... the full package.

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Post comment Comments (0 - 10 of 103)
AKNightHawk - - 108 comments

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 - - 752,397 comments

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OrangeNero - - 6,604 comments

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 - - 1,932 comments

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 - - 5 comments

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 - - 1,932 comments

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 - - 5 comments

Thanks for the great news looking forward!

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kogolbok - - 1 comments

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 - - 1,932 comments

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 - - 33 comments

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 - - 1,932 comments

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.

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Treki26 - - 33 comments

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 - - 1,932 comments

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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