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Dagon is a 3D game engine for D language based on OpenGL 3.3 and SDL2. Main goal of this project is to implement a new, modern engine for Atrium, and hence Dagon is mainly targeted to first person action games, but nothing stops you from using it in a game of any genre.
Dagon is a framework-style engine, meaning that it doesn't provide you with an editor. How you will build your scenes is up to you. You are free to use any existing 3D modelling package or level editor to create your scenes, and then export them to custom format - it would require writing an importer code though. We are planning to add a built-in scene format with Blender exporter to ease things a bit, but you are recommended to use your own asset pipeline specific to your game, so that you won't be limited in any way.
Dagon is written with extendability in mind, so you can easily add your own drawable objects, entity behaviours, materials and asset loaders. Drawable can be anything you want - you can manually create meshes and animate them. With behaviours you can dynamically attach custom data and functionality to game entities. Your materials can use custom GLSL shaders and parameters, and your asset loaders help Dagon understand files that you want to load from disk - these can be 3D models, levels, save files, etc.