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Dragengine Features Overview
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
Game Engine
Unlimited/Endless dynamic game worlds
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Dynamic multi-layer
Skies with bodies
Height Map Terrains with Height Modifiers (Terra-Morphing)
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Attachable Decals
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Post processing effects stack
Multi-World-Rendering
Crash Recovery System
Run-Time debugging (exception trace, module parameters, module console)
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True 0-Day Portability
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Physical particle collisions
Multiple types per emitters
Controller based real-time control of particle parameters
Collision emitter (cascaded particle emitters, cast on collision)
Trail emitters (behind all particles of a type)
Burst support
Cast from model vertices/faces
Ribbon support
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Launchers
DELauncherGUI (runs games from a
GUI)
Intelligent Patching Support (virtual patching using VFS)
Easy Modding Support (using VFS similar to intelligent patching)
User Game Overlay (saves, captures/grabs, user dynamic game data)
Game Profile Support
True 0-Day Portability
Scripting (choose what pleases you best)
Graphic (OpenGL Module)
Deferred Rendering
High Definition Range Rendering
Adaptive tone mapping (Reinhard operator)
Gamma correct rendering
No light source limitation
Modified CLOD for height terrains
Shadow Mapping with PCF
Dual Shadow Mapping
Cascaded Shadow Mapping for sky lights
Colored shadows
Octree Scene Graphing
GLSL 1.3+
Masked and fully transparency rendering
Order independent transparency (no limitation on layer count)
Distorted Transparency
Normal Mapping
Specularity
Self emission
Mirrors
Dynamic Environment Map Reflection
Dynamic Textures (image, camera view, custom rendered, videos)
Particle Illumination
Physics (Bullet Module)
Rigid Body physics
6-DoF constraints
Soft body (WIP)
Constraint Attachable Colliders (static, bone/weighted, rigged)
Spring Constraints
Prop Field Wind Simulation
Physical Particle Simulation
Audio (OpenAL Module)
3D Audio support
Streaming audio
AI (DE AI Module)
Network (DENetwork Module)
DEIGDE (Drag[en]gine Integrated Game Development Environment)
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)
Links