Introduction
The Dagor Engine is an open-source game engine by Gaijin, 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: Vehicular combat game with air, land, and sea battles across historical eras.
Enlisted: Squad-based WWII first-person shooter with large-scale battles.
War Thunder Mobile: 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 (preferable) and Bullet Physics.
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:
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Reactive UI framework based on Quirrel scripting.
Supports stateful components and modular development with native code integration.
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Data-driven Entity Component System for modular game development.
Manages entities through templates, supporting parallel processing and cache efficiency.
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Directed acyclic graph for defining frame rendering sequences.
Allows flexible integration of game-specific and engine features.
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Modular platform for comprehensive game development.
Integrates core systems like rendering, physics, networking, and audio.
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Scripting language for interacting with core systems like rendering and physics.
Enables dynamic content management and engine functionality extension.
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Specialized language for shader creation and management.
Supports advanced features like conditionals, custom data types, and hardware-specific optimizations.
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Dagor Editor: Level editor with terrain editing, prefab placement, and plugin support.
Asset Viewer: Resource editor and viewer for special effects, particle systems, and animations.
Impostor Baker: Tool for optimizing rendering with simplified 3D object representations.
Importers and Exporters: 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.