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dragengine:featurelist [2012/11/29 19:27]
dragonlord created
dragengine:featurelist [2014/01/20 12:54] (current)
dragonlord
Line 1: Line 1:
-====== Dragengine ​Features Overview ​====== +~~NOTOC~~ 
-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. This list here contains a run-down of the features provided by the default modules shipping with the game engine as well as core features of the engine itself.+<WRAP youarehere>​ 
 +[[:​start|Start Page]] >> [[dragengine:​features|Drag[en]gine ​Features]] >> **Drag[en]gine Feature ​Overview ​List** 
 +</​WRAP>​
  
-Last updated: 3.12.2011+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 choicesThis list here contains a run-down of the features provided by the default modules shipping with the game engine as well as core features of the engine itself.
  
-===== Platforms =====+Last updated: 2.12.2012 
 +<WRAP column 45%> 
 +<WRAP boxheader>​ 
 +====== Platforms =====
 +</​WRAP>​ 
 +<WRAP boxcontent>​
   * Linux (32/64-Bit)   * Linux (32/64-Bit)
   * Windows XP/Vista/7 (32/64-bit)   * Windows XP/Vista/7 (32/64-bit)
   * Haiku (BeOS)   * Haiku (BeOS)
 +</​WRAP>​
  
-===== Game Engine =====+<WRAP boxheader>​ 
 +====== Game Engine =====
 +</​WRAP>​ 
 +<WRAP boxcontent>​
   * Unlimited/​Endless dynamic game worlds   * Unlimited/​Endless dynamic game worlds
-  * Various [[gamedev:​lighting|light sources]] (sky, point, spot/​projector,​ ambient) +  * Various ​**[[gamedev:​lighting|light sources]]** (sky, point, spot/​projector,​ ambient) 
-  * Dynamic multi-layer [[gamedev:​sky|Skies]] with bodies+  * Dynamic multi-layer ​**[[gamedev:​sky|Skies]]** with bodies
   * Height Map Terrains with Height Modifiers (Terra-Morphing)   * Height Map Terrains with Height Modifiers (Terra-Morphing)
-  * [[gamedev:​animators|Animator System]] (animation blending, procedural, scripted) +  ​* **[[gamedev:​animators|Animator System]]** (animation blending, procedural, scripted) 
-  * [[gamedev:​skinproperties|Extensible Skin System]] ([[gamedev:​renderables|dynamic skins]] support)+  ​* **[[gamedev:​skinproperties|Extensible Skin System]]** (**[[gamedev:​renderables|dynamic skins]]** support) 
 +  * **[[gamedev:​pbr|Physically Based Rendering]]**
   * Attachable Decals   * Attachable Decals
-  * [[gamedev:​colliders|Colliders]] (kinematics,​ dynamics) +  ​* **[[gamedev:​colliders|Colliders]]** (kinematics,​ dynamics) 
-  * [[gamedev:​sensors|Sensors]] (lumimeter, touch sensor)+  ​* **[[gamedev:​sensors|Sensors]]** (lumimeter, touch sensor) 
 +  * Dynamic environment map probes
   * Post processing effects stack   * Post processing effects stack
   * Multi-World-Rendering   * Multi-World-Rendering
Line 25: Line 38:
   * L-GPL license   * L-GPL license
   * True 0-Day Portability   * True 0-Day Portability
-  * [[gamedev:​localization|Localization]] Support (UTF-8) +  ​* **[[gamedev:​localization|Localization]]** Support (UTF-8) 
-  * [[gamedev:​particleemitters|Particle Systems]] (all texture properties possible)+  ​* **[[gamedev:​particleemitters|Particle Systems]]** (all texture properties possible)
     * Physical particle collisions     * Physical particle collisions
     * Multiple types per emitters     * Multiple types per emitters
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     * Cast from model vertices/​faces     * Cast from model vertices/​faces
     * Ribbon support     * Ribbon support
-  * [[gamedev:​vfs|Virtual File System]]+  ​* **[[gamedev:​vfs|Virtual File System]]** 
 +</​WRAP>​
  
-===== Launchers =====+<WRAP boxheader>​ 
 +====== Launchers =====
 +</​WRAP>​ 
 +<WRAP boxcontent>​
   * DELauncher (runs games from the console)   * DELauncher (runs games from the console)
     * Same features as DELauncherGUI     * Same features as DELauncherGUI
Line 49: Line 66:
     * User Game Overlay (saves, captures/​grabs,​ user dynamic game data)     * User Game Overlay (saves, captures/​grabs,​ user dynamic game data)
     * Game Profile Support     * Game Profile Support
-    * True 0-Day Portability+    * True 0-Day Portability ​without extra work
  
   * DEIGDE: Drag[en]gine Integrated Game Development Environment.   * DEIGDE: Drag[en]gine Integrated Game Development Environment.
  
-===== Scripting (choose what pleases you best) ===== +  * DEWebLauncher 
-  DragonScript (Engine abstracts with simple classes, Object Oriented, Support for external Code Packages) +    NPAPI Browser Plugin 
-  Python ​(WIP+    Full engine access ​(not just a player
-  Smalltalk (WIP)+    JavaScript library including default launcher implementation 
 +    * 100% speed with no JavaScript recompilation 
 +    * 0-Day portability between PC/Web without extra work 
 +</​WRAP>​
  
-===== Graphic (OpenGL Module) =====+<WRAP boxheader>​ 
 +====== DEIGDE (Drag[en]gine Integrated Game Development Environment) ====== 
 +</​WRAP>​ 
 +<WRAP boxcontent>​ 
 +Engine Resource editors allow to edit ALL resource files of a given type for which a matching module exists in the engine to load this file. They are thus Game Independent. 
 +  * Rig (edit engine rig resources) 
 +  * Skin (edit engine skin resources) 
 +  * Font (edit engine font resources) 
 + 
 +Epsylon editors allow to edit definition files used by the Epsylon game. Most of them are though also useful for other games. Loader scripts are available to load these definitions in your game. 
 +  * World (edit Epsylon worlds, *.world.xml) 
 +  * Animator (edit Epsylon animator definition, *.animator.xml) 
 +  * Sky (edit Epsylon sky definition, *.sky.xml) 
 +  * Particle (edit Epsylon particle emitter definition, *.partem.xml) 
 +  * Speech Animation (edit Epsylon speech animation definition, *.spa.xml) 
 +  * Conversation (edit Epsylon conversation definition, *.conversation.xml) 
 +</​WRAP>​ 
 +</​WRAP>​ 
 + 
 +<WRAP column 45%> 
 +<WRAP boxheader>​ 
 +====== Graphic (OpenGL Module) =====
 +</​WRAP>​ 
 +<WRAP boxcontent>​
   * Deferred Rendering   * Deferred Rendering
   * High Definition Range Rendering   * High Definition Range Rendering
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   * Dynamic Textures (image, camera view, custom rendered, videos)   * Dynamic Textures (image, camera view, custom rendered, videos)
   * Particle Illumination   * Particle Illumination
 +  * Screen-Space Reflections
 +  * Screen-Space Ambient Occlusion
 +  * Ambient Occlusion Self-Shadowing
 +</​WRAP>​
  
-===== Physics (Bullet Module) =====+<WRAP boxheader>​ 
 +====== Physics (Bullet Module) =====
 +</​WRAP>​ 
 +<WRAP boxcontent>​
   * Rigid Body physics   * Rigid Body physics
   * 6-DoF constraints   * 6-DoF constraints
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   * Prop Field Wind Simulation   * Prop Field Wind Simulation
   * Physical Particle Simulation   * Physical Particle Simulation
 +</​WRAP>​
  
-===== Audio (OpenAL Module) =====+<WRAP boxheader>​ 
 +====== Scripting (choose what pleases you best) ====== 
 +</​WRAP>​ 
 +<WRAP boxcontent>​ 
 +  * DragonScript (Engine abstracts with simple classes, Object Oriented, Support for external Code Packages) 
 +  * Python (WIP) 
 +  * Smalltalk (WIP) 
 +</​WRAP>​ 
 + 
 +<WRAP boxheader>​ 
 +====== Audio (OpenAL Module) =====
 +</​WRAP>​ 
 +<WRAP boxcontent>​
   * 3D Audio support   * 3D Audio support
   * Streaming audio   * Streaming audio
 +</​WRAP>​
  
-===== AI (DE AI Module) ===== +<WRAP boxheader>​ 
-  * Various [[gamedev:​navigation|Navigation Spaces]] (Navigation Grid, Navigation Mesh, Navigation Volume)+====== AI (DE AI Module) =====
 +</​WRAP>​ 
 +<WRAP boxcontent>​ 
 +  * Various ​**[[gamedev:​navigation|Navigation Spaces]]** (Navigation Grid, Navigation Mesh, Navigation Volume)
   * Layers support (operate multiple different spaces at the same time)   * Layers support (operate multiple different spaces at the same time)
   * Unlimited number of spaces (automatic linking great for streaming and large worlds)   * Unlimited number of spaces (automatic linking great for streaming and large worlds)
   * Smooth path calculation   * Smooth path calculation
   * Automatic optimizations   * Automatic optimizations
 +</​WRAP>​
  
-===== Network (DENetwork Module) =====+<WRAP boxheader>​ 
 +====== Network (DENetwork Module) =====
 +</​WRAP>​ 
 +<WRAP boxcontent>​
   * UDP   * UDP
   * State synchronization   * State synchronization
   * Multi-host servers (Client-Server,​ Peer-2-Peer)   * Multi-host servers (Client-Server,​ Peer-2-Peer)
- +</​WRAP>​ 
-===== DEIGDE (Drag[en]gine Integrated Game Development Environment) ===== +</​WRAP>​ 
-Engine Resource editors allow to edit ALL resource files of a given type for which a matching module exists in the engine to load this file. They are thus Game Independent. +<WRAP clear></​WRAP>​
-  * Rig (edit engine rig resources) +
-  * Skin (edit engine skin resources) +
-  * Font (edit engine font resources) +
- +
-Epsylon editors allow to edit definition files used by the Epsylon game. Most of them are though also useful for other games. Loader scripts are available to load these definitions in your game. +
-  * World (edit Epsylon worlds, *.world.xml) +
-  * Animator (edit Epsylon animator definition, *.animator.xml) +
-  * Sky (edit Epsylon sky definition, *.sky.xml) +
-  * Particle (edit Epsylon particle emitter definition, *.partem.xml) +
-  * Speech Animation (edit Epsylon speech animation definition, *.spa.xml) +
-  * Conversation (edit Epsylon conversation definition, *.conversation.xml) +
- +
-====== Links ====== +
-  * [[dragengine:​features|Drag[en]gine Features]] +
-  * [[:​start|The Drag[en]gine Wiki]] +
dragengine/featurelist.1354217239.txt.gz · Last modified: 2012/11/29 19:27 by dragonlord