Dagmar Engine

Documentation

Rendering

The rendering system is in charge of all the drawing commands sent to the GPU, being a core system in our application. The main API used for rendering is OpenGL 4.5.

Massive Voxel Worlds

Voxel generation and customization abilities - using Dagmar, massive voxel worlds can be created, dynamically loaded and explored. Interactive environment, with optimized physics and destruction.

Real-Time Physics

Support for hundreds of rigid bodies and multiple collision types, all running at 60+FPS. Multi-threaded, with an editable number of threads in real time. Different physics applied in both air and water.

Entity Component System

The entity component system has been created specifically for the engine, aiming for a fast and cache-friendly approach. Entities can be created, modified by adding and customizing components and destroyed, all from the editor.

Rendering

The rendering system is in charge of all the drawing commands sent to the GPU, being a core system in our application. The main API used for rendering is OpenGL 4.6.

System Architecture

Throughout the process of development we wanted to use as few third party libraries as possible. We were able to stick to this rule for the most part, and have such created a wide variety of homebrew libraries.

UI/UX

With a pragmatic design in mind, Dagmar Engine was developed to have a simple user interface with all the tools and features conveniently accessible to the user within the engine editor.

The Dagmar Team

The dagmarians have been working hard over the past few months to bring you Dagmar Engine.

Mugurel
Enache

GPU Plumber

Rendering system, shaders, entity component system, dev-ops

Diana
Marin

Voxel tamer

Voxels, entity component system, scene management, components inspector

George
Tattersall

memory wrangler

Threading, physics system, build system, memory leaks, serialization, profiling

Aayush
Verma

Binary broker

Resource manager, engine configuration, attempt at scripting system, editor UI