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dragengine:about [2008/05/13 20:25] thanosdragengine:about [2019/05/08 16:49] (current) dragonlord
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-====== Why Drag[en]gine? ======+~~NOTOC~~ 
 +{{tag>dragengine}} 
 +<WRAP youarehere> 
 +[[:start|Start Page]] >> **Drag[en]gine Introduction** 
 +</WRAP> 
 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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 ====== How Is Drag[en]gine Different? ====== ====== How Is Drag[en]gine Different? ======
-Drag[en]gine aims at solving the problems mentioned in the previous section by applying the right Software Design practises. The key to the real next generation game engine is not adding more and more features making the problem worse but stepping up from blackbox design to an open modular design. The Drag[en]gine is designed with an operating system in mind instead of blackboxThe entire game engine is based on Modules which can be compared to device drivers. The Game Engine is the system kernel taking care of managing the modules, managing resources and providing an abstraction to the underneath operating system. The modules in turn provide all the features other game engines come build in with ( or which they are lacking ). Due to the very loose coupling of the modules with the system and other modules it is very easy to exchange or improve a module without interfering with any other parts of the engine. As a result the modularity reaches down to the end user not stopping at the developer. With this system the Drag[en]gine is designed to provide modularity on the end user machine. An end user can now choose optimal modul combinations for his personal computer even down to per game setups for maximum performance and enjoyment. Instead of turning the game engine into a compile nightmare for the user it becomes an engine he can customize even down to run-time. Now a developer does not have to worry anymore about what graphic routines draws his game or what physics library makes his objects tumble around. He simply concentrates on the content of his game. The player can now decide for himself what graphic renderer or physics library works best on his computer since nowbody else then he knows his own computer like the inside of his pockets.+Drag[en]gine is a free software project with a highly modular structureIts design is based on the idea of treating it as if it was an operating system.
  
 +The entire game engine functionality is packaged into Modules which have a similar role to that of device drivers in an operating system. The engine itself is the analogue of the system kernel managing the modules, resources and providing a straightforward abstraction layer to the underneath operating system. 
  
 +Modules provide all the features other game engines hide as built-in features ( or features they lack ). Due to the loose coupling of the modules with the system and other modules it is very easy to exchange or improve a module 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 to maximise performance and user experience. 
  
 +Developers do not have to worry anymore about what graphic routines or physics library animates the scene's objects which helps keeping them concentrated on the content and special functionalities of their game. 
  
-====== References ====== +User customisations can be performed even at run-time deciding what graphic renderer or physics library works best on their own machines!
-  * [[:start|Back To The Main Page]]+
dragengine/about.1210710303.txt.gz · Last modified: 2008/05/13 20:25 by thanos