/dagon

3D game engine for D

Primary LanguageDBoost Software License 1.0BSL-1.0

Build Status DUB Package DUB Downloads License

Dagon

Dagon is a 3D game development framework for D language. It is a reincarnation of DGL with several architecture improvements. Dagon is based on OpenGL 4.0 core profile, SDL2 and Freetype 2.8.1.

The goal of this project is creating a modern, easy to use, extendable game engine for D due to the lack of such. If you like Dagon, please support its development on Patreon. You can also make one-time donation via PayPal. I appreciate any support. Thanks in advance!

Currently Dagon has the following features:

  • Static and animated meshes, OBJ and IQM formats support
  • Textures in PNG, JPG, TGA, BMP, HDR formats
  • Own asset format with Blender exporter
  • Flexible material system with simple user-defined abstract API and different backends. You can implement custom materials, with your own shaders and parameters
  • Deferred shading
  • Physically based rendering (PBR)
  • HDR rendering with auto-exposure (eye adaptation), Reinhard, Hable/Uncharted and ACES tonemapping operators
  • Equirectangular HDRI environment maps support
  • Spherical area lights
  • Normal/parallax mapping, parallax occlusion mapping
  • Cascaded shadow maps for directional light
  • Dynamic skydome with sun and day/night cycle
  • Particle system with force fields. Blended particles, soft particles, shaded particles with normal map support, particle shadows
  • Post-processing (FXAA, SSAO, lens distortion, motion blur, glow, LUT color grading)
  • UTF-8 text rendering using TTF fonts via Freetype
  • Ownership memory model - every object belongs to some object (owner), and deleting the owner will delete all of its owned objects. This allows semi-automatic memory management - you have to manually delete only root owners
  • Entity-component model that allows game objects behave differently and combine many behaviours
  • Scene management. Any scene has its own assets, entities and logical context
  • Live asset reloading - asset can be automatically reloaded when the file is modified with external application
  • Built-in camera logics for quick and easy navigation (freeview and first person style view)
  • Box container support for assets.

Dagon works on Windows and Linux, both 32 and 64-bit. It doesn't support macOS and likely won't because Apple doesn't support OpenGL anymore.

Screenshots:

Screenshot1 Screenshot2 Screenshot3

Video:

https://www.youtube.com/watch?v=UhQfMkObTEs

Dagon is still under development and lacks a lot of important functionality. Currently it is not recommended to use Dagon in production due to unstable API.

Upcoming plans:

  • Screen-space reflections
  • Terrain renderer

Demos

A test application that demonstrates Dagon's features is hosted here. If you are starting from scratch, we recommend to use it for learning purposes.

Documentation

See Tutorials.

License

Copyright (c) 2016-2018 Timur Gafarov. Distributed under the Boost Software License, Version 1.0 (see accompanying file COPYING or at http://www.boost.org/LICENSE_1_0.txt).