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Hi @metaleap, The answer to this question splits in two parts so please read the entire response to make a decision. The Drag[en]gine is a file system based game engine. The IGDE is only used to create assets for which other programs do not exist as well as building the distribution file (*.delga). These assets (like world, animator and other resources) are XML based so they can be edited/generated easily. Writing them to the project directory is all it takes to use them. Also generating the distribution *.delga file can be done from command line if desired. Primary Usage This is the primary usage scenario. If you want to just create a game you would pick the DragonScript module using the DragonScript language. Advanced Usage To Sum It Up
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@LordOfDragons first of all thank you so much for this richly-detailed reply of yours! It has certainly meant to me at the very least that drag[en]gine remains in my list of viable candidates to explore and experiment with from my code-first approach and scenarios, from the "Advanced Usage" paragraph's vantage most likely. However I haven't admittedly jumped in to the active-doing phase just-yet wrt to the drag[en]gine part, the beginning of which is I guess perhaps another 1-3 days away but not sure. As such, no "action items" from me here as-yet, but once in it, I will no doubt pipe up with something or other soon enough =) |
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Hi all & @LordOfDragons,
I'm about to embark in evaluating various Linux-able, open-source, C/++-based 3D engines/frameworks (fit for linking) for a certain scenario I have in mind, by prototyping a simpleton version of that scenario in all of them that so far made my list of "candidates". =) Afterwards, I'll know best which one to stick to, from perf to API to productivity (subjective =).
As such, having seen the mentions of your "IGDE" and
.delga
constructions, I'm wondering whether I should even include drag[en]gine at all in this endeavour. Note, I'm talking about a fully code-driven scenario here: no assets ever imported. Neither sounds nor textures nor models. Whether it's deep space or flat ground or noise-gen'd terrain, this is still the basic background context here.(Let's call it "prototyping with raw ugly primitives right until everything-else-but-the-models/texturings/media-aspect is fun and varied and smooth and fast and bugless" — only when it's all that without art, I'll start wondering about that =)
Anyway so question being: is this engine principally, technically (and perhaps process-/philosophy-wise) supportive-enough of the code-first game(ish) devs who want their engine foundation to be simply a linkable C/++ dependency, not ever caring about any editor GUIs, script langs, or redistributable-packager etc? Or is this all too tightly enmeshed such that coding one's project in
.cpp
s and.h
s withclang
orgcc
in say VSCode is already known by you to be bound to fail or severely frustrate?Cheers =)
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