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The goal of this project is to create a modern, easy to use, extensible 3D game engine for D language. Dagon is based on OpenGL 4.0 core profile. It currently works on Windows and Linux.

The engine is still under development and lacks many important features. It is currently not recommended to use Dagon in production due to API instability. Follow the development on Trello to see the priority tasks.

Dagon uses modern graphics techniques and so requires a fairly powerful graphics card to run. Turing-based NVIDIA cards are recommended (although ray tracing support is not required). The engine is only desktop, support for mobile and web platforms is not planned.

If you like Dagon, support its development on Patreon or Liberapay. You can also make a one-time donation via NOWPayments. I appreciate any support. Thanks in advance!

GitHub Actions CI Status DUB Package DUB Downloads License

Screenshots

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Features

Planned in future:

Getting Started

The recommended way to start using Dagon is creating a game template with dub init. Create an empty directory for the project, cd to it and run the following:

dub init --type=dagon
dub build

Do not delete data/__internal folder! It is used to store engine's internal data such as shaders and textures.

Runtime Dependencies

Runtime dependencies are automatically deployed on 64-bit Windows and Linux. On other platforms, you will have to install them manually.

Known Bugs and Limitations

Documentation

See tutorials and corresponding examples.

License

Copyright (c) 2016-2024 Timur Gafarov, Rafał Ziemniewski, Mateusz Muszyński, dayllenger, Konstantin Menshikov, Björn Roberg, Isaac S., ijet. Distributed under the Boost Software License, Version 1.0 (see accompanying file COPYING or at http://www.boost.org/LICENSE_1_0.txt).

Sponsors

Jan Jurzitza (WebFreak), Daniel Laburthe, Rafał Ziemniewski, Kumar Sookram, Aleksandr Kovalev, Robert Georges, Rais Safiullin (SARFEX), Benas Cernevicius, Koichi Takio, Konstantin Menshikov.

Made with Dagon