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Game engine

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A game engine is a specialized software framework designed to facilitate video game development. It acts as a foundational layer that provides the core functionalities required to build interactive digital worlds. Rather than writing every single line of code for every new project, developers use these engines to reuse complex systems. This process is often referred to as using middleware. Middleware provides a flexible, reusable platform that delivers essential tools right out of the box. This approach significantly reduces costs, technical complexities, and the time required to bring a game to market.

UI of Godot Game Engine
UI of Godot Game Engine

To understand how an engine works, one must look at its many interconnected subsystems. A central component is the renderer, which is responsible for 2D or 3D graphics. Many modern engines use a Graphics API to communicate efficiently with the GPU, or graphics processing unit. Another vital part is the physics engine, which calculates how objects move, collide, or fall. Engines also manage an audio engine for sound, animation systems for movement, and artificial intelligence (AI) for character behavior. To handle these massive amounts of data, engines use many threads. Threads are separate paths of execution that allow the computer to manage intensive tasks like physics and audio at the same time without slowing down the graphics.

Game engines are often built using a component-based architecture. This design allows developers to replace or extend specific systems with more specialized tools. Some engines are composed of loosely-connected middleware components that can be combined into a custom engine. Most modern engines also include a scene graph. A scene graph is an object-oriented way to represent a 3D game world. This structure helps the engine render vast virtual worlds more efficiently. Because of this modularity, a development team might have many more artists than programmers. The engine handles the heavy math, while the artists focus on the visual assets like characters and levels.

Before the era of modern engines, game development was a much more manual process. In the early days of systems like the Atari 2600, every game had to be designed from the bottom up. Developers had to write code specifically to fit the limited display hardware. During the 1980s, most games used hard-coded rule sets with very little reusable data. However, some early examples of engine-like thinking appeared. In 1984, a team at Nintendo led by Shigeru Miyamoto developed a smooth side-scrolling engine for the game Excitebike. They later reused this engine for Super Mario Bros. in 1985, allowing Mario to accelerate smoothly from a walk to a run.

The term "game engine" became widely recognized in the mid-1990s alongside the rise of 3D first-person shooters. A major shift occurred when developers began separating the engine from the game assets. Assets include the specific graphics, characters, and levels that make a game unique. This separation allowed teams to specialize in different areas of production. In 1998, Tim Sweeney and Epic Games debuted the Unreal Engine, which became a massive success. Other companies, such as id Software, also licensed their core software, like the technology behind Doom and Quake. Licensing these powerful tools has become a major business, with single licenses sometimes costing millions of dollars.

While most people associate engines with gaming, they are used in many other fields. Because engines are optimized for consumer-grade computers, they are very useful in science. Researchers use them to develop programs on lower-cost machines for tasks like networking and interactivity. They are also used for "serious games," which include medical, military, and training simulations. Architects use them for architectural visualizations to show how buildings will look. Some engines are more limited, focusing only on 3D rendering. These are often called graphics engines or rendering engines. Examples of these include Crystal Space, OGRE, and Irrlicht.

Today, the reach of game engine technology is incredibly broad. They are used to create games for desktops, mobile devices like iPhones and Androids, and various video game consoles. The industry continues to evolve as engines adapt to multi-core systems and the demand for realism. For instance, in racing games, physics engines often run on separate threads at very high frequencies. In the game Need For Speed on PlayStation 3, physics ran at 100 Hz. In contrast, Forza Motorsport 2 ran physics at 360 Hz. Whether through a web browser or a high-end console, game engines remain the essential heartbeat of interactive media.

Quake - family tree 2 Simplified
Quake - family tree 2 Simplified
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