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Start Page » Module System
Modules provide the core functionality for the Drag[en]gine game engine. Every module takes over a specific task in the game engine. Graphic Modules for example take over the job to render the game to the screen while Physics Modules for example take over the job to provide physical simulations and collision detection. These are typically all modules loading resources from file like models, images and so forth. Multiple modules of the same category can be loaded at the same time without interference. This is logic as modules able to load different file formats can (and have to) be used at the same time in a game. The launchers are responsible to ensure all required modules are ready to be used. The user has to choose the optimal module configuration only once. From there on every game based on this game engine just works, a feature which most if not all AAA class game engines are direly lacking.
Single type modules provide functionality that can not coexist with other modules of the same category. For example you can not run an OpenGL module and a DirectX module at the same time as both need full access to the hardware. Besides you have only one game screen to render to. For each cathegory the user has thus to choose his favorite module to run. Launchers provide the user with a way to select the single type modules optionally providing convenient profiles if required. The table below shows all existing single type module categories. Click on category name to learn more.
|Graphic||Handling windows, screens and rendering to them|
|Physics||Support for physical simulations and collision detection|
|Audio||Handling audio devices, mixing and playing back sound and music in a 3D environment|
|Networking||Network communication between servers, clients and other network components if required|
|Crash Recovery||Analyze a crashed game engine instance and getting it back running where it crashed if possible|
|Animator||Animates components using animator definitions|
Multiple type modules provide functionality that can coexist with other modules of the same category. These are typically all modules loading resources from file like models or images. Modules of the same category can be loaded at the same time without interference. This is logic as modules able to load different file formats can (and have to) be used at the same time in a game. Games state towards the launcher what files formats they need to run. The launchers then make sure the right modules are loaded and running to handle the requested files. Hence not all modules are required to be functional for every game. The launcher is responsible to ensure everything is ready to run a game. The table below shows all existing multiple type module categories. Click on category name to learn more.
|Model||Handle model files with static or deformable meshes with optional LOD meshes|
|Skin||handle skin files with an unlimited number of named textures|
|Rig||Handle rig files defining physical simulation properties as well as collision shapes|
|Animation||Handle animation files containing precanned animations for use by animators|
There is no fixed list of modules the game engine has since users can download and install modules on their own. Furthermore on different platforms not all modules exist or are usable in the same way. This listing here contains all the default modules the Drag[en]gine can ship with. The module pages contain also in depth technical information if existing.
|OpenGL||Graphic||OpenGL based rendering for high-end graphic cards||Linux, Windows|