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        <title>Drag[en]gine Wiki - gamedev</title>
        <description></description>
        <link>https://developer.dragondreams.ch/wiki/</link>
        <lastBuildDate>Wed, 22 Apr 2026 10:13:26 +0000</lastBuildDate>
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            <title>Drag[en]gine Wiki</title>
            <link>https://developer.dragondreams.ch/wiki/</link>
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        <item>
            <title>animators</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/gamedev:animators?rev=1711986369&amp;do=diff</link>
            <description>animator animation

Start Page &gt;&gt; Game Development with the Drag[en]gine &gt;&gt; Animators and Animation

Animation

Animations are a central point in any game as they give life to 3D models. When it comes down to animation systems there exists in general three types: animation sequence, parametric animation and procedural animation. Furthermore animations can be classified as static or dynamic. The animator system combines all three types of animations providing a rich set of possibilities to create…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Mon, 01 Apr 2024 15:46:09 +0000</pubDate>
        </item>
        <item>
            <title>cameratonemap</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/gamedev:cameratonemap?rev=1710435147&amp;do=diff</link>
            <description>igde dragonscript graphics camera tonemapping bloom

Start Page &gt;&gt; Game Development with the Drag[en]gine &gt;&gt; Camera Tone Mapping

IGDE

[Camera Panel]
In the IGDE you can modify the camera properties in editors. These camera settings apply only to the editor they are changed in and allows to test different settings without changing the camera settings used in the game later on. The camera panel is split into different sections controlling different aspect of the camera. Next to the</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 14 Mar 2024 16:52:27 +0000</pubDate>
        </item>
        <item>
            <title>colliders</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/gamedev:colliders?rev=1710434061&amp;do=diff</link>
            <description>physics collider collision

Start Page &gt;&gt; Game Development with the Drag[en]gine &gt;&gt; Physics with colliders

Physics is a vast field ranging from simple kinematic physics to full dynamic rigid or soft body physics. The Drag[en]gine tries to provide a simple yet flexible system to deal with all these different kinds of physics. This topic has two major audiences. The first audience are the</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 14 Mar 2024 16:34:21 +0000</pubDate>
        </item>
        <item>
            <title>collisionfiltering</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/gamedev:collisionfiltering?rev=1710434810&amp;do=diff</link>
            <description>dragonscript physics collision

Start Page &gt;&gt; Game Development with the Drag[en]gine &gt;&gt; Collision Filtering

Collision Filtering

Collision filtering is used in the first place for collision detection with . They are though used also in other places where groups of elements have to be checked for interacting with each other or not. The main use is though for collision detection.</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 14 Mar 2024 16:46:50 +0000</pubDate>
        </item>
        <item>
            <title>deigde</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/gamedev:deigde?rev=1763653858&amp;do=diff</link>
            <description>igde editor gettingstarted

Start Page &gt;&gt; Game Development with the Drag[en]gine &gt;&gt; Drag[en]gine Integrated Game Development Environment

Drag[en]gine Integrated Game Development Environment (IGDE)



[DEIGDE Icon]

The IGDE is the main work place to create your games with. It provides a single application with various specialised editors and tools to create games using the Drag[en]gine Game Engine. The editor enables real-time preview of the created content but is not written using the game eng…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 20 Nov 2025 15:50:58 +0000</pubDate>
        </item>
        <item>
            <title>dnp</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/gamedev:dnp?rev=1775848188&amp;do=diff</link>
            <description>dragengine networking

Start Page &gt;&gt; Game Development with the Drag[en]gine &gt;&gt; Drag[en]gine Network Protocol Specification

Drag[en]gine Network Protocol Specification

The Drag[en]gine Network Protocol (DNP) provides communication support for games using an unreliable communication channel, in general UDP. This includes synchronizing game states (</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Fri, 10 Apr 2026 19:09:48 +0000</pubDate>
        </item>
        <item>
            <title>gameci</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/gamedev:gameci?rev=1656694532&amp;do=diff</link>
            <description>igde ci

Start Page &gt;&gt; Game Development with the Drag[en]gine &gt;&gt; Game CI (Continuous Integration)

Game CI (Continuous Integration)

[Game CI (Continuous Integration)]

The IGDE can be used to build distribution files (*.delga) from the console. This especially allows to easily create distribution files using existing free continuous integration solutions without needing costly services nor being complicated at all.</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Fri, 01 Jul 2022 16:55:32 +0000</pubDate>
        </item>
        <item>
            <title>ieslightprofiles</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/gamedev:ieslightprofiles?rev=1606211850&amp;do=diff</link>
            <description>lighting ies

Start Page &gt;&gt; Game Development with the Drag[en]gine &gt;&gt; Lighting System &gt;&gt; IES Light Profiles

IES Image Module

The Drag[en]gine Game Engine includes by default the IES Image Module. This module allows loading IES Photometric files for use with Lighting System. These files are created by measuring real world luminaires. By using such files complex and realistic light patterns can be simulated which improves the overall credibility of rendered scenes.</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Tue, 24 Nov 2020 09:57:30 +0000</pubDate>
        </item>
        <item>
            <title>lighting</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/gamedev:lighting?rev=1603822657&amp;do=diff</link>
            <description>lighting

Start Page &gt;&gt; Game Development with the Drag[en]gine &gt;&gt; Lighting System

Lighting System

Lighting works according to the principles of Physically based Rendering and thus using high dynamic range rendering (HDRR).

The intensity value relates to real world light intensities not in a 1-to-1 scale but more in a rescale scale mapping a well lit room to the value 1 for convenience. An intensity value of 1 thus equals roughly a 100W light bulb or a well lit room at night. 10 equals roughly…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Tue, 27 Oct 2020 18:17:37 +0000</pubDate>
        </item>
        <item>
            <title>localization</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/gamedev:localization?rev=1558741404&amp;do=diff</link>
            <description>localization text

Start Page &gt;&gt; Game Development with the Drag[en]gine &gt;&gt; Localization using language packs

Localizing a game is always a time consuming process especially if the game has not been designed with this goal in the first place. The Drag[en]gine provides a simple system to localize games. The advantage of this system is the transparency to the game developer. Adding a new language to a game consists of simply adding a new language resource file, loading the file and using it to ret…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Fri, 24 May 2019 23:43:24 +0000</pubDate>
        </item>
        <item>
            <title>lod</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/gamedev:lod?rev=1558741402&amp;do=diff</link>
            <description>graphic lod optimization blender export

Start Page &gt;&gt; Game Development with the Drag[en]gine &gt;&gt; LOD System

A good and fast game engine requires all kinds of LOD systems. Although graphic cards become faster and faster they still have huge troubles rendering large scenes with many polygon heavy objects. This problem is even intensified by the fact that with increasing distance the number of objects in the field of fiew grows exponentially if they are evenly spaced. Especially at the distance th…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Fri, 24 May 2019 23:43:22 +0000</pubDate>
        </item>
        <item>
            <title>navigation</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/gamedev:navigation?rev=1558741403&amp;do=diff</link>
            <description>ai navigation pathfinding

Start Page &gt;&gt; Game Development with the Drag[en]gine &gt;&gt; Navigation System

Navigation System

[Example world to navigate]

Example world to navigate

The navigation system provides the game with the necessary tools to choose a path through the game world. Often this is simply called Path Finding. Path finding by itself though is just one part of a navigation system albeit an important one. In the Drag[en]gine the navigation problem is represented using 3 main classes. …</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Fri, 24 May 2019 23:43:23 +0000</pubDate>
        </item>
        <item>
            <title>occmesh</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/gamedev:occmesh?rev=1558741402&amp;do=diff</link>
            <description>graphic occlusion optimization

Start Page &gt;&gt; Game Development with the Drag[en]gine &gt;&gt; Occlusion Meshes

Occlusion culling is an important feature of a game engine. Although graphic cards become faster and more powerful they still struggle with complex scene filled with many objects. One possible solution is to reduce the complexity of object at a distance using</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Fri, 24 May 2019 23:43:22 +0000</pubDate>
        </item>
        <item>
            <title>parallelprocessing</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/gamedev:parallelprocessing?rev=1710435172&amp;do=diff</link>
            <description>multithreading parallel optimization

Start Page &gt;&gt; Game Development with the Drag[en]gine &gt;&gt; Parallel Processing

Parallel Processing

The Drag[en]gine Game Engine provides support to modules and to some degreee game scripts the possiblity to run tasks parallel to the main thread. No external libraries are used for this so it is fully platform agnostic and does not rely on the precense of specific hardware nor limiting the game developer with convoluted logic analytics and conditions. Game scri…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 14 Mar 2024 16:52:52 +0000</pubDate>
        </item>
        <item>
            <title>particleemitters</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/gamedev:particleemitters?rev=1558741402&amp;do=diff</link>
            <description>particle graphic physics collision

Start Page &gt;&gt; Game Development with the Drag[en]gine &gt;&gt; Particle Emitters

Particle emitters allow to create particles in the game world influenced by physics. Physical behavior is not mandatory but the default behavior. Particle systems are split into two individual components to simplify the process of defining and using particles. Particle emitters are defined once and are then reused multiple times using instances. Emitters support both continuous and burs…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Fri, 24 May 2019 23:43:22 +0000</pubDate>
        </item>
        <item>
            <title>pbr</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/gamedev:pbr?rev=1586082979&amp;do=diff</link>
            <description>graphic pbr hdrr rendering

Start Page &gt;&gt; Game Development with the Drag[en]gine &gt;&gt; Physically based Rendering

Physically based Rendering

For a much more in depth discussion about the topic of using physically based rendering in games see the SIGGRAPH Course Notes especially the course notes and slides about Physically-Based Shading Models in Film and Game Production</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Sun, 05 Apr 2020 10:36:19 +0000</pubDate>
        </item>
        <item>
            <title>propfields</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/gamedev:propfields?rev=1558741403&amp;do=diff</link>
            <description>dragengine graphic field instanciation

Start Page &gt;&gt; Game Development with the Drag[en]gine &gt;&gt; Prop Fields

Large outdoor sceneries are no more uncommon in games. Rich outdoor sceneries though require a lot of smaller plants and props laying around on the ground interacting with wind and actors walking through to be believable and up to a standard level of graphic details players grew accustomed to. Placing large numbers of props though using Components is very slow since they are rather heavy …</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Fri, 24 May 2019 23:43:23 +0000</pubDate>
        </item>
        <item>
            <title>remotelaunching</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/gamedev:remotelaunching?rev=1734121094&amp;do=diff</link>
            <description>igde testing remote

Start Page &gt;&gt; Game Development with the Drag[en]gine &gt;&gt; Remote Launching

Remote launching allows to launch applications in development on remote devices using the Drag[en]gine Integrated Game Development Environment (IGDE) using the Project Editor. Multiple remote instances can be launched at the same time allowing to easily develop and test network based applications. All remote systems are supported where the</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Fri, 13 Dec 2024 20:18:14 +0000</pubDate>
        </item>
        <item>
            <title>renderables</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/gamedev:renderables?rev=1558741404&amp;do=diff</link>
            <description>graphic skin renderable

Start Page &gt;&gt; Game Development with the Drag[en]gine &gt;&gt; Dynamic content using renderables

Skins provide only static texture content to be applied to meshes. Transforms can be used to manipulate the texture coordinates to create simple textures giving the impression to be dynamic. For fully dynamic textures though you need renderables. For most texture properties a renderable name can be specified. This name identifies uniquely a renderable in the parent component. Once …</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Fri, 24 May 2019 23:43:24 +0000</pubDate>
        </item>
        <item>
            <title>sensors</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/gamedev:sensors?rev=1558741402&amp;do=diff</link>
            <description>sensor lighting audio

Start Page &gt;&gt; Game Development with the Drag[en]gine &gt;&gt; Sensors

No game would be complete without the AI sensing the environment to be smart or preventing actors from walking across obstacles like they are big huge blocks. Sensors are something which many games neglect although they are important. The Drag[en]gine does not only provide sensors for simplifying and improving AI and collision detection it also improves tasks which otherwise can be expensive. For this various…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Fri, 24 May 2019 23:43:22 +0000</pubDate>
        </item>
        <item>
            <title>service_eossdk</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/gamedev:service_eossdk?rev=1725810931&amp;do=diff</link>
            <description>service epic eos dragonscript

Start Page &gt;&gt; Game Development with the Drag[en]gine &gt;&gt; Service Listing &gt;&gt; EPIC EOS SDK

EPIC EOS SDK

The SteamEos Service Module provides access to the EPIC EOS SDK. With this SDK EOS functionality can be used.

EPIC requires the developer to read their terms of service and accept them before the SDK can be downloaded. Downloading the SDK is not required to use this service but accepting the terms of service are a requirement. Once accepted the developer gets acc…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Sun, 08 Sep 2024 15:55:31 +0000</pubDate>
        </item>
        <item>
            <title>service_modio</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/gamedev:service_modio?rev=1725810917&amp;do=diff</link>
            <description>service modio modding dragonscript

Start Page &gt;&gt; Game Development with the Drag[en]gine &gt;&gt; Service Listing &gt;&gt; Mod.io

Mod.io

The ServiceModio Service Module provides access to the Mod.io. With this service module modding support is added to a game.

The service has the unique identifier Mod.io.

Support for this service is provided in the DragonScript Script Module using the class</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Sun, 08 Sep 2024 15:55:17 +0000</pubDate>
        </item>
        <item>
            <title>service_msgdk</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/gamedev:service_msgdk?rev=1725810923&amp;do=diff</link>
            <description>service microsoft gdk xboxlive dragonscript

Start Page &gt;&gt; Game Development with the Drag[en]gine &gt;&gt; Service Listing &gt;&gt; Microsoft GDK

Microsoft GDK

The ServiceMsgdk Service Module provides access to the Microsoft GDK. With the GDK XBoxLive functionality can be used.

The Microsoft GDK is NDA covered. To be allowed to use it the developer has first to apply for the respective developer program and sign the NDA. Once the developer is accepted and has signed the NDA he gets access to the paramete…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Sun, 08 Sep 2024 15:55:23 +0000</pubDate>
        </item>
        <item>
            <title>service_steamsdk</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/gamedev:service_steamsdk?rev=1725811095&amp;do=diff</link>
            <description>service steam steamworks dragonscript

Start Page &gt;&gt; Game Development with the Drag[en]gine &gt;&gt; Service Listing &gt;&gt; Steam SDK

Steam SDK

The SteamSDK Service Module provides access to the Steam SDK. With this SDK SteamWorks functionality can be used if Steam is running. If Steam is not running creating the service fails.

The service has the unique identifier</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Sun, 08 Sep 2024 15:58:15 +0000</pubDate>
        </item>
        <item>
            <title>servicemodules</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/gamedev:servicemodules?rev=1725795971&amp;do=diff</link>
            <description>service

Start Page &gt;&gt; Game Development with the Drag[en]gine &gt;&gt; Service Modules

Service Modules

Modules in Drag[en]gine belong to a specific type and have a specific functionality to provide. For this reason they have a specific interface tailored for the functionality they have to provide. Service Modules on the other hand are jack of all trade modules. They have no specific functionality and thus can provide all kinds of functionality to the game engine. For this reason the interface is gen…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Sun, 08 Sep 2024 11:46:11 +0000</pubDate>
        </item>
        <item>
            <title>shapes</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/gamedev:shapes?rev=1585949181&amp;do=diff</link>
            <description>physics collider collision shape

Start Page &gt;&gt; Game Development with the Drag[en]gine &gt;&gt; Physics with colliders &gt;&gt; Collision shapes

Shapes

Shapes are used mainly in colliders to define the over all shape of a collider. Shapes can though also be used for Debug Drawers which allows to display physics structures easily. Shapes are analytical geometry and always convex. Combining shapes is always an union. Hence combined shapes can very well be concave but not the individual shapes itself.</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Fri, 03 Apr 2020 21:26:21 +0000</pubDate>
        </item>
        <item>
            <title>skinproperties</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/gamedev:skinproperties?rev=1558741403&amp;do=diff</link>
            <description>graphic skin texture

Start Page &gt;&gt; Game Development with the Drag[en]gine &gt;&gt; Skin Texture Properties

Skin Texture Properties

The Drag[en]gine game engine uses a very open and flexible way to handle skins for models. Instead of defining hard coded material properties that can not be changed any more the principle of</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Fri, 24 May 2019 23:43:23 +0000</pubDate>
        </item>
        <item>
            <title>sky</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/gamedev:sky?rev=1558741403&amp;do=diff</link>
            <description>graphic sky

Start Page &gt;&gt; Game Development with the Drag[en]gine &gt;&gt; Creating a sky

The sky provides a background for a world. A world has at most one Sky objects assigned. Sky objects are build on a layer system to provide a lot of flexibility while working with various kinds of skies. The sky itself contains only a background color. This is the color of all pixels not covered by scene geometry or sky layers. The sky is always located around the camera and moves with it. Therefore the sky laye…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Fri, 24 May 2019 23:43:23 +0000</pubDate>
        </item>
        <item>
            <title>skyskinlisting</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/gamedev:skyskinlisting?rev=1558741404&amp;do=diff</link>
            <description>graphic sky

Start Page &gt;&gt; Game Development with the Drag[en]gine &gt;&gt; Creating a sky &gt;&gt; Sky skin listing

This list contains the approved texture names for sky skins. Depending on the chosen texture names a different mapping scheme is used to render a Sky Layer. Mixing texture names from different types results in an undefined behavior. If you implement a graphic module you should stick to this list. You are not required to support all texture names mentioned here but if you support them stick to…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Fri, 24 May 2019 23:43:24 +0000</pubDate>
        </item>
        <item>
            <title>smoothvalue</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/gamedev:smoothvalue?rev=1710434749&amp;do=diff</link>
            <description>dragonscript utils

Start Page &gt;&gt; Game Development with the Drag[en]gine &gt;&gt; Smooth Values

Smooth Values

Smooth values provide support to smoothly slide a value through unpredictable input values over time. This is used for locomotion handling where the player produces unpredictable input values. If the change is directly applied motion is erratic and unnatural. Smoothing the input values produces a more enjoyable result. Since though the start and end time of the smoothed value is not known on…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 14 Mar 2024 16:45:49 +0000</pubDate>
        </item>
        <item>
            <title>synthesizers</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/gamedev:synthesizers?rev=1710434084&amp;do=diff</link>
            <description>audio synthesizer

Start Page &gt;&gt; Game Development with the Drag[en]gine &gt;&gt; Dynamic sound with Synthesizers

 provide support for playing back static, pre-recorded sound or music using .  provide support to produce dynamic sound at run-time using rules similar to animators. Synthesizers can be assigned to speakers similar to sounds and generate sound if required.</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Thu, 14 Mar 2024 16:34:44 +0000</pubDate>
        </item>
        <item>
            <title>texturepropertylist</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/gamedev:texturepropertylist?rev=1752499066&amp;do=diff</link>
            <description>graphic skin texture

Start Page &gt;&gt; Game Development with the Drag[en]gine &gt;&gt; Skin Texture Properties &gt;&gt; Texture Property Database

Skin Texture Property List

This list contains all existing texture properties. If you implement a Graphic, Audio or Physics module you have to stick to this list. You are not required to support all texture properties mentioned here but if you support them stick to the definition below. Artist rely on the same list to produce their content. For testing new texture …</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Mon, 14 Jul 2025 13:17:46 +0000</pubDate>
        </item>
        <item>
            <title>treecanopylod</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/gamedev:treecanopylod?rev=1589101405&amp;do=diff</link>
            <description>graphic lod optimization vegetation

Start Page &gt;&gt; Game Development with the Drag[en]gine &gt;&gt; LOD System &gt;&gt; Tree Canopy LOD

Level Of Detail (LOD) functionality in a game engine adjusts the complexity of a resource (e.g. a mesh model or an image) automatically, based on how far away from the camera that resource is. This can save on memory and load of computation to render a given scene, without sacrificing the quality of the rendered output.</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Sun, 10 May 2020 09:03:25 +0000</pubDate>
        </item>
        <item>
            <title>vfs</title>
            <link>https://developer.dragondreams.ch/wiki/doku.php/gamedev:vfs?rev=1558741404&amp;do=diff</link>
            <description>vfs filesystem file

Start Page &gt;&gt; Game Development with the Drag[en]gine &gt;&gt; Virtual File System

The Drag[en]gine provides a sophisticated Virtual File System to manage resources easy across a variety of platforms and helps a lot in patching as well as allowing customers to adjust the file system structure to their needs without huge configuration works required. The various users of the Drag[en]gine ( developers, game designers and players ) see only the virtual file system provided by the gam…</description>
            <author>anonymous@undisclosed.example.com (Anonymous)</author>
            <pubDate>Fri, 24 May 2019 23:43:24 +0000</pubDate>
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