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dragengine:about [2012/11/29 22:40]
dragonlord
dragengine:about [2012/12/01 16:34] (current)
dragonlord
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-====== Why Drag[en]gine? ======+[[:​start|Start Page]] >> **Drag[en]gine ​Introduction**
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 You might already be wondering how did the game engine received this rather strange name. This name is the result of a little word play with the words '​dragon'​ and '​engine'​ (as in "game engine"​) using their phonetic writing. For "​dragon"​ this is ['​drægən] and for "​engine"​ it is ['​endʒin]. The common characters (en) at the end and the begining of each word seemed to be forming a link between them and inspired the concatenation to Drag[en]gine. ​ You might already be wondering how did the game engine received this rather strange name. This name is the result of a little word play with the words '​dragon'​ and '​engine'​ (as in "game engine"​) using their phonetic writing. For "​dragon"​ this is ['​drægən] and for "​engine"​ it is ['​endʒin]. The common characters (en) at the end and the begining of each word seemed to be forming a link between them and inspired the concatenation to Drag[en]gine. ​
 From there on the game engine had received its name. From there on the game engine had received its name.
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 ====== What Is Wrong With Existing Game Engines? ====== ====== What Is Wrong With Existing Game Engines? ======
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 Take a look at any modern game engine and you will soon arrive at the conclusion that they look more like a black box or a set of components that cooperate to perform tasks like rendering, physics, textures, bones, etc and also provide some modding capabilities. Take a look at any modern game engine and you will soon arrive at the conclusion that they look more like a black box or a set of components that cooperate to perform tasks like rendering, physics, textures, bones, etc and also provide some modding capabilities.
  
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 Closed designs are not the only option of course. Because of the collective nature of open source projects, open source game engines tend to be much more modular but still, most choices can only be applied during compilation time. However, people have being programming like this for ages, producing better software than a closed design but still not good or flexible enough for taking game design one step forward. Closed designs are not the only option of course. Because of the collective nature of open source projects, open source game engines tend to be much more modular but still, most choices can only be applied during compilation time. However, people have being programming like this for ages, producing better software than a closed design but still not good or flexible enough for taking game design one step forward.
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 ====== How Is Drag[en]gine Different? ====== ====== How Is Drag[en]gine Different? ======
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 Drag[en]gine is a free software project with a highly modular structure. Its design is based on the idea of treating it as if it was an operating system. Drag[en]gine is a free software project with a highly modular structure. Its design is based on the idea of treating it as if it was an operating system.
  
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 User customisations can be performed even at run-time deciding what graphic renderer or physics library works best on their own machines! User customisations can be performed even at run-time deciding what graphic renderer or physics library works best on their own machines!
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-====== References ====== 
-  * [[:​start|Back To The Main Page]] 
dragengine/about.1354228801.txt.gz · Last modified: 2012/11/29 22:40 by dragonlord