Drag[en]gine Game Engine

Can you elaborate a bit more how you would prefer the information to be presented? I could then take a look at how I can improve it.

Concerning RAD tools that definition is quite broad. What kind of tools did you have in mind when you looked at it? Or asked differently what had you been looking for?

The modularity had been a more heavy topic in the beginning of the game engine project. Things changed a bit since that initial design especially when applying it in shipping products against todays distribution platforms. Nowadays I see the strength more in the game engine being a ā€œplatformā€ which is independent of games and thus allows games to work across all kinds of systems, both horizontally (between different OS) as well as vertically (across time so it can not ā€œageā€). Actually you could even replace the game engine itself as long as the scripting layer API is respected. In this respect the problems are eliminated since everything below the game itself can be fixed, improved or even replaced without affecting the game itself.

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On the homepage should be links to the wiki start page and to the introduction. On the wiki start page should be more direct info on how to use the engine. The development wiki page should have an overview on what is available. Currently it just lists the elements (alphabetically?) without giving an overview what has which role.

If the modularity is a bit reduced now does the GLEM system still apply?

With ā€œtoolsā€ I just meant code editors as some engines have. That could be an IDE or a click-GUI.

Greetings
Peter

On the homepage the the Wiki is linked on the game engine page and on the site menu. In what place would you put an additional link?

Concerning the Wiki page I agree the layout can be improved. I’m not sure yet how I can achieve this but I’ll have a look at it and see what I can do. I guess I have to slim down the launch page to better guide the visitors. Documentation and stuff like this is not my strength.

The GLEM system is still fully valid. As a game developer you care only about the G-Layer. The Drag[en]gine Installer pretty much bundles the L, E and M-layer into one installable file per operating system. But the system is still present so it would be possible to create custom launchers or modules if required. For best user experience and compatibility I decided to keep the LEM together. This is especially true since Steam and Microsoft App Store give you a rough time if you don’t play the game ā€œtheirā€ way when it comes to distributing products.

But yeah, if you have a *.delga file you can run it everywhere a game engine installation is present.

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I visited the homepage and couldn’t find the link to the wiki. I visited the page again and can see the link now. Either you changed the homepage or I missed the link. Probably the latter. Sorry.

Still I don’t know if DragonScript is the only language and which OSs are supported. Both infos are very important and should be mentioned early.

Greetings
Peter

Okay, I can do this. I thought the download section would give this information. I’ll try to make it clearer in the top part of the page.

Right now officially supported are Windows and Linux. Haiku is supported in that it runs on the system but without full 3D acceleration support I would consider it nearly supported since only 2D works good enough. MacOS is also nearly supported in that the engine runs but I do not have a GUI launcher yet. Furthermore Apples dropped OpenGL officially which is going to pose some challenges for the future. Android I did some first work on getting the engine to run. The situation is a bit similar to Haiku in that Android is quite weak platform so to fully support it some changes on the graphic module are required to come up to speed. That said when a new platform is supported your game automatically runs on it without you having to rebuild anything.

Language wise right now only DragonScript exists. I did proof of concept module for Python and SmallTalk so support for these languages is possible. Other language modules would be possible too. What’s going to happen there depends on what people ask for. For the time being I stick to DragonScript.

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Triple release: Drag[en]gine 1.15, DENetworkLibrary 1.1.1 and DEMoCap 0.9.

Pull Request ready.

The game engine release is a smaller release containing some bug fixes and under the hood improvements. More interesting is the addition of the Blender3D Live-Connect Add-On. With Blender3D working on Haiku you could theoretically run DEMoCap on a Linux/Windows machine (3D accelerated) and connect Blender3D on Haiku to it to create animations. Not ā€œdirectlyā€ Haiku but close to it… that is until 3D acceleration is ready to rock.

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If somebody is interested here is a little motion capture jam session I did with DEMoCap. Nothing I’m going to use (for my game project I need different kind of animations) but it is a nice test to see what is possible and where I need to improve:

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Special release sort of.

Drag[en]gine 1.16.2 Released together with pull request.

Furthermore the Epsylon Demo is out too. This one you can get from Steam which does not exist on Haiku but you would still be able to test run it on Haiku. You need Steam on Linux or Windows to install the Epsylon Demo. Then open the game folder and copy the EpsylonDemo.delga file to Haiku. That’s it. You can now run it. Of course due to the GPU acceleration state you best drop down the graphics settings or it might be very, very, veeeery slow :smiley: . But hey! It’s free so you can also use it to test GPU acceleration work if nothing else :wink:

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Drag[en]gine 1.17 Release together with pull request.

The DEMoCap 1.0 (first official release after early access releases) is coming in a couple of days. Just need to make some videos showing the new features.

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Drag[en]gine 1.18 (pull request) and DEMoCap 1.0 has been release.

DEMoCap is now officially out of early-access.

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Drag[en]gine 1.19 Release is done and pulled in. Adds new features and various fixes including better translation pack handling to simply translations. See News Post for details.

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Just release Drag[en]gine 1.21. Contains various fixes, improvement for translations in projects, improved ToneMapping/Bloom and more. See News Post for details.

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Released Drag[en]gine 1.22 together with the Visual Studio Code extension providing full language server support for the DragonScript language. See News Post for details. Pull request

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Could you have a look at the comment on the PR, easy fix and we could merge it then. :wink:

My bad. Fixed it.

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The cookies dialog on your page require multiple clicks to decline. This is not great in mobile. Any chance you could just have a decline all button on the front dialog?

That’s a spy website. They straight-up say they will use your info for ads and they have 847 ā€œpartnersā€. I suggest nobody click on that News Post link.

I don’t think @dragon owns indiedb. The website for the engine seems to have no cookie banners at all.

Other than having too many individual js and css files it looks to be fine, Unless the server itself would track you : ). No dark mode sadly, but still.

IndieDB is a website hosting all kinds of indie game projects especially focusing on allowing people to track news about projects they know or do not yet know. The website is owned by https://dbolical.com and is one of 3 websites about indie games, game modifications and more. The website exists since way back to 2000 or older. I know it since 2004 (something like this) so I’m positive it is not scam or anything bad. Certainly not any more bad than Steam, Epic Store or Microsoft Store for that matter.

Concerning my website (https://dragondreams.ch) this one is hosted on my server and thus has no trackers. That said in the world of today if you for example link a video from youtube or a scene from sketchfab or linking to a Steam/EpicStore/MSStore/ItchIO profile then it is difficult to not have trackers since you have no control over those. But me personally I have no trackers actively enabled on that website.

@nephele The many JS is most probably due to the me using Wordpress for that website. Maybe there exists a plugin that could reduce those but I’m not aware of such a thing.

my comment about too many was basically just that if they get loaded sequentially, atleast on initial page load, it takes much longer. especially if they cause others to be loaded.

As for wether they are unneeded or can be collapsed into less files with wordpress easily i’m not sure. But personally I don’t think any javascript would really be needed for the page i was on (which had only the changelog)