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dragengine:featurelist [2012/11/29 22:19] dragonlorddragengine:featurelist [2014/01/20 12:47] dragonlord
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-====== Dragengine Features Overview ======+~~NOTOC~~ 
 +<WRAP youarehere> 
 +[[:start|Start Page]] >> [[dragengine:features|Drag[en]gine Features]] >> **Drag[en]gine Feature Overview List** 
 +</WRAP> 
 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. 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.
  
-Last updated: 3.12.2011+Last updated: 2.12.2012 
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 <WRAP boxheader> <WRAP boxheader>
 ====== Platforms ====== ====== Platforms ======
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   * 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)
   * Post processing effects stack   * Post processing effects stack
   * Multi-World-Rendering   * Multi-World-Rendering
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   * 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> </WRAP>
  
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     * 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.
 +
 +  * DEWebLauncher
 +    * NPAPI Browser Plugin
 +    * Full engine access (not just a player)
 +    * JavaScript library including default launcher implementation
 +    * 100% speed with no JavaScript recompilation
 +    * 0-Day portability between PC/Web without extra work
 </WRAP> </WRAP>
  
 <WRAP boxheader> <WRAP boxheader>
-====== Scripting (choose what pleases you best) ======+====== DEIGDE (Drag[en]gine Integrated Game Development Environment) ======
 </WRAP> </WRAP>
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-  DragonScript (Engine abstracts with simple classesObject OrientedSupport for external Code Packages+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. 
-  * Python (WIP+  Rig (edit engine rig resources) 
-  * Smalltalk (WIP)+  * 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>
  
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 ====== Graphic (OpenGL Module) ====== ====== Graphic (OpenGL Module) ======
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   * Prop Field Wind Simulation   * Prop Field Wind Simulation
   * Physical Particle Simulation   * Physical Particle Simulation
 +</WRAP>
 +
 +<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>
  
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-  * Various [[gamedev:navigation|Navigation Spaces]] (Navigation Grid, Navigation Mesh, Navigation Volume)+  * 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)
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   * Multi-host servers (Client-Server, Peer-2-Peer)   * Multi-host servers (Client-Server, Peer-2-Peer)
 </WRAP> </WRAP>
- 
-<WRAP boxheader> 
-====== DEIGDE (Drag[en]gine Integrated Game Development Environment) ====== 
 </WRAP> </WRAP>
-<WRAP boxcontent> +<WRAP clear></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. +
-  * 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> +
- +
-====== Links ====== +
-  * [[dragengine:features|Drag[en]gine Features]] +
-  * [[:start|The Drag[en]gine Wiki]] +
dragengine/featurelist.txt · Last modified: 2020/04/23 20:04 by dragonlord