dagon 0.9.1

3D game engine for D

To use this package, run the following command in your project's root directory:

Manual usage
Put the following dependency into your project's dependences section:

Build Status DUB Package DUB Downloads License


The goal of this project is creating a modern, easy to use, extendable 3D game engine for D language due to the lack of such. Dagon is based on OpenGL 4.0 core profile, SDL2 and Freetype 2.8.1. It works on Windows and Linux, both 32 and 64-bit. It doesn't support macOS because Apple doesn't support OpenGL anymore.

If you like Dagon, please support its development on Patreon or Liberapay. 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 data model (interface) and shaders (backend). You can implement custom materials, with your own shaders and parameters
  • Deferred pipeline for opaque materials, forward pipeline for transparent materials and materials with custom shaders
  • Physically based rendering (PBR)
  • HDR rendering with auto-exposure (eye adaptation), Reinhard, Hable/Uncharted and ACES tonemapping operators
  • Equirectangular HDRI environment maps
  • Spherical area lights
  • Normal/parallax mapping, parallax occlusion mapping
  • Cascaded shadow maps for directional light
  • Dynamic skydome with sun and day/night cycle. Simple and Rayleigh sky models
  • Particle system with force fields. Blended particles, soft particles, shaded particles with normal map support, particle shadows
  • Procedural water shader
  • 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
  • Built-in physics engine.

Planned in future:

  • Screen-space reflections
  • Terrain


Screenshot1 Screenshot2 Screenshot3 Screenshot4



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.


To use latest stable Dagon, add the following dependency to your dub.json:

"dagon": "0.9.0"

If you want to test new features, use "dagon": "~master". The master should be stable enough to compile a working application, but be ready for breaking changes at any time.


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.


See Tutorials.


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/LICENSE10.txt).


Rafal Ziemniewski, Kumar Sookram, Aleksandr Kovalev.

  • Timur Gafarov
0.16.0 2024-Feb-24
0.15.0 2023-Aug-30
0.14.1 2022-Aug-30
0.14.0 2022-Aug-27
0.13.0 2022-Mar-02
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