Start Page » Module System
Modules provide the core functionality of the Drag[en]gine game engine. Every module handles a specific task in the game engine. Graphic Modules for example, render the game to the screen while Physics Modules provide physical simulations and collision detection.
All these modules can load file resources such as meshes, images and others. Multiple modules of the same category can operate at the same time without interference. The launchers ensure that 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 lacking.
Single Instance 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 and there is only one game screen to render to.
For each of these module categories the user has to choose the preferred module to run. Launchers provide a way to select the single type modules optionally providing convenient profiles if required. The table below shows all existing single instance module categories. Click on category name to learn more.
|Module Type (category)||Description|
|AI||AI handling and navigation|
|Animator||Animates components using animator definitions|
|Audio||Handling audio devices, mixing and playing back sound and music in a 3D environment|
|Crash Recovery||Analyze a crashed game engine instance and getting it back running where it crashed if possible|
|Graphic||Handling windows, screens and rendering to them|
|Input||Process input from the user|
|Networking||Network communication between servers, clients and other network components if required|
|Physics||Support for physical simulations and collision detection|
|Scripting||Run game logic|
Multiple Instance modules provide functionality that can coexist with other modules of the same category. These are typically all modules loading resources such as models or images in different formats. Multiple instances of such modules can be loaded at the same time without interference. Game logic states (via a launcher) what file formats are needed to run. The launchers then make sure the right modules are up and running to handle the requested files. Hence not all modules are required to be functional for every game.
The table below shows all existing multiple instance module categories. Click on category name to learn more.
|Module Type (category)||Description|
|Animation||Animation file I/O containing baked animation sequences for use with animators|
|Font||Font files containing colored or colorable bitmap fonts|
|Image||Image files to be used directly or for “skin” resources|
|Language Pack||Language pack text files containing language translations to be used with translator resources|
|Model||3D model files with static or deformable meshes optionally including LOD meshes|
|Occlusion Mesh||Occlusion mesh files containing low polygon meshes used for occlusion testing|
|Rig||Rig files defining physical simulation properties as well as collision shapes|
|Skin||Skin files containing named textures for use with components|
|Sound||Sound files containing sound effect or looped or non-looped music|
|Video||Video files containing videos with or without sound to be played back with video players|
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 are available in the same way. This listing here contains all the default modules the Drag[en]gine ships with and individual module pages contain also in depth technical information.
|OpenGL||Graphic||OpenGL based rendering for high-end graphic cards||Linux, Windows|
( pages for other modules will be added later on )