## Introduction The Dagor Engine is an open-source game engine by [Gaijin](https://gaijinent.com/), continuously updated since 2002 for high-performance gaming and realistic graphics. ## Platform Support Supports Windows PC, Linux, iOS, Android, Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S. ## Games Created with the Dagor Engine Powers games with detailed physics and large-scale environments, including: - [**War Thunder**](https://warthunder.com/): vehicular combat game with air, land, and sea battles across historical eras. - [**Enlisted**](https://enlisted.net/): squad-based WWII first-person shooter with large-scale battles. - [**War Thunder Mobile**](https://www.wtmobile.com/): mobile adaptation of War Thunder for iOS and Android. ## Key Features - **Graphics Engine**: supports DirectX 12, Vulkan, and Metal APIs. - **Physics Engine**: Dagor supports third party open source industry standard solutions for physics simulation: [Jolt Physics](https://github.com/jrouwe/JoltPhysics) (preferable) and [Bullet Physics](https://github.com/bulletphysics). - **DaGI (Dagor Global Illumination)** - Optimized for efficient global illumination on huge dynamic scenes with low memory usage (less than 1ms on PS4!), and with raytracing support for modern hardware. - Simulates indirect lighting and light bouncing for realistic scenes: - [GDC talk: Scalable Real-Time Ray Traced Global Illumination for Large Scenes](https://enlisted.net/en/news/show/25-gdc-talk-scalable-real-time-ray-traced-global-illumination-for-large-scenes-en/#!/) - [Dagor Engine 5.0: light and shadows: Global Illumination, contact shadows, shadows on effects](https://warthunder.com/en/news/5338-development-dagor-engine-5-0-light-and-shadows-global-illumination-contact-shadows-shadows-on-effects-en) - **[Darg (Dagor Reactive GUI)](../api-references/quirrel-modules/quirrel-modules/darg_framework/index.rst)** - Reactive UI framework based on [Quirrel](../api-references/quirrel-modules/dargbox/index.rst) scripting. - Supports stateful components and modular development with native code integration. - [**Dagor ECS**](../api-references/dagor-ecs/index.rst) - Data-driven Entity Component System for modular game development. - Manages entities through templates, supporting parallel processing and cache efficiency. - **[Render Framegraph](../api-references/dagor-render/index/daBFG.rst)** - Directed acyclic graph for defining frame rendering sequences. - Allows flexible integration of game-specific and engine features. - **[daNetGame Framework](../danetgame-framework/index.rst)** - Modular platform for comprehensive game development. - Integrates core systems like rendering, physics, networking, and audio. - **[Daslang](https://daslang.io/)** - Scripting language for interacting with core systems like rendering and physics. - Enables dynamic content management and engine functionality extension. - **[DSHL (Dagor Shader Language)](../api-references/dagor-dshl/index.rst)** - Specialized language for shader creation and management. - Supports advanced features like conditionals, custom data types, and hardware-specific optimizations. - [**Toolset**](../dagor-tools/index.rst) - [daEditor](../dagor-tools/daeditor/daeditor/daeditor.md): level editor with terrain editing, prefab placement, and plugin support. - [Asset Viewer](../dagor-tools/asset-viewer/asset-viewer/asset_viewer.md): resource editor and viewer for special effects, particle systems, and animations. - [Impostor Baker](../dagor-tools/impostor-baker/impostor_baker.md): tool for optimizing rendering with simplified 3D object representations. - [Importers and Exporters](../dagor-tools/addons/index.rst): integration with 3ds Max, Maya, and Blender. - **Networking Subsystem** - Scalable, low-latency architecture for multiplayer games. - Supports TCP and UDP protocols, with built-in tools for debugging, lag compensation, and data compression. - **Audio Engine** - Uses FMOD library for 3D sound, DSP effects, and multi-channel support. - **Animation System** - Supports skeletal and procedural animation, blending, morphing, and various controllers, including Inverse Kinematics, additive animations and motion matching.