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1416:) and increased demands in realism. Typical threads involve rendering, streaming, audio, and physics. Racing games have typically been at the forefront of threading with the physics engine running in a separate thread long before other core subsystems were moved, partly because rendering and related tasks need updating at only 30–60 Hz. For example, on PlayStation 3, physics ran in
1135:—which was the leading edge of the market at the time—meant that most of the code would have to be thrown out afterwards anyway, as later generations of games would use completely different game designs that took advantage of extra resources. Thus most game designs through the 1980s were designed through a hard-coded rule set with a small number of levels and graphics data. Since the
1553:-limited (i.e. limited by the power of the graphics card), the potential slowdown due to translation overheads of higher level languages becomes negligible, while the productivity gains offered by these languages work to the game engine developers' benefit. These recent trends are being propelled by companies such as
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In the broader sense of the term, game engines themselves can be described as middleware. In the context of video games, however, the term "middleware" is often used to refer to subsystems of functionality within a game engine. Some game middleware does only one thing but does it more convincingly or
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are currently the two most popular choices for game developers. Although the differences among the different game engines blur as they build their own tools on top of them, different game developers may be too used to a system to change, or attracted by the huge benefits of such engines regardless of
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that allows specific systems in the engine to be replaced or extended with more specialized (and often more expensive) game-middleware components. Some game engines comprise a series of loosely connected game middleware components that can be selectively combined to create a custom engine, instead of
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by developers of games for older systems. Other platforms had more leeway, but even when the display was not a concern, memory constraints usually sabotaged attempts to create the data-heavy design that an engine needs. Even on more accommodating platforms, very little could be reused between games.
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as the SDK of choice for all video games released on Xbox and related products. This includes the Xbox Live Indie Games channel designed specifically for smaller developers who do not have the extensive resources necessary to box games for sale on retail shelves. It is becoming easier and cheaper
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to implement the rest of this functionality or to assemble it from other game-middleware components. These types of engines are generally referred to as a "graphics engine", "rendering engine", or "3D engine" instead of the more encompassing term "game engine". This terminology is inconsistently
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Modern game engines are some of the most complex applications written, often featuring dozens of finely tuned systems interacting to ensure a precisely controlled user experience. The continued evolution of game engines has created a strong separation between rendering, scripting, artwork, and
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has proved to be a useful auxiliary revenue stream for some game developers, as one license for a high-end commercial game engine can range from US$ 10,000 to millions of dollars, and the number of licensees can reach several dozen companies, as seen with the
1092:. Since the complexity of programming an entirely new engine may result in unwanted delays (or necessitate that a project restart from the beginning), an engine-development team may elect to update their existing engine with newer functionality or components.
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remains a high priority for game engines due to the wide variety of uses for which they are applied. Despite the specificity of the name "game engine", end-users often re-purpose game engines for other kinds of interactive applications with
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rendering. Firelight FMOD is a low cost robust audio library and toolset. Havok provides a robust physics simulation system, along with a suite of animation and behavior applications. Scaleform provides GFx for high performance
1077:—an object-oriented representation of the 3D game-world which often simplifies game design and can be used for more efficient rendering of vast virtual worlds. Most game engines or graphics engines use a
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software suites which include many elements a game developer may need to build a game. Most game-engine suites provide facilities that ease development, such as graphics, sound, physics and
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1447:(in 1986). Unlike most modern game engines, these game engines were never used in any third-party products (except for the SCUMM system which was licensed to and used by
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1582:, so are the engines they are built off. The major game engines come at varying prices, whether it be in the form of subscription fees or license payments.
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Although the term was first used in the 1990s, there are a few earlier systems in the 1980s that are also considered to be game engines, such as Sierra's
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As game engine technology matures and becomes more user-friendly, the application of game engines has broadened in scope. They are now being used for
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can also refer to the development software supporting this framework, typically a suite of tools and features for developing games.
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1339:. While there was a strong rivalry between Epic and id around 2000, since then Epic's Unreal Engine has been far more popular than
1355:. It is now common, for example, for a typical game development team to have several times as many artists as actual programmers.
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sense of the term, they provide a flexible and reusable software platform which provides all the core functionality needed, right
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is based on the Unreal Engine. Game engines are used for games originally developed for home consoles as well; for example, the
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First-person shooter games remain the predominant users of third-party game engines, but they are now also being used in other
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Technologies and
Innovation: Second International Conference, CITI 2016, Guayaquil, Ecuador, November 23-25, 2016, Proceedings
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being one example. To facilitate this accessibility, new hardware platforms are now being targeted by game engines, including
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were designed with this approach in mind, with the engine and content developed separately. The practice of licensing such
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used, as many full-featured 3D game engines are referred to simply as "3D engines". Examples of graphics engines include:
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Fiadotau, Mikhail (2019). "Dezaemon, RPG Maker, NScripter: Exploring and classifying game 'produsage' in 1990s Japan".
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As technology ages, the components of an engine may become outdated or insufficient for the requirements of a given
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2017:"The CEO behind 'Fortnite' says it's 'evolving beyond being a game' and explains the company's ambitious vision"
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the more common approach of extending or customizing a flexible integrated product. However achieved,
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engines from 1998 onward. Klik & Play (1994) is another legacy offering that is still available.
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capabilities instead of the wide range of functionality needed by games. These engines rely upon the
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licensed the core portions of the software and designed their own graphics, characters, weapons and
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Some game engines experience an evolution over time and develop a family tree, like for instance
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by reusing/adapting, in large part, the same game engine to produce different games or to aid in
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The four most widely used middleware packages that provide subsystems of functionality include
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The term "game engine" arose in the mid-1990s, especially in connection with 3D games such as
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and support programs such as a level editor. The "engine" terminology is akin to the term "
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GFx. RAD Game Tools develops Bink for basic video rendering, along with Miles audio, and
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Producers of game engines decide how they allow users to utilize their products. Just as
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from a walk to a run, rather than move at a constant speed like in earlier platformers.
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manner. Game-engine developers often attempt to preempt implementer needs by developing
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Please help update this article to reflect recent events or newly available information.
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Before game engines, games were typically written as singular entities: a game for the
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in addition to reusable software components. These tools are generally provided in an
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1787:"Introduction - Unreal Engine (Canterbury Software Summit 2013 slides)"
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History of
Digital Games: Developments in Art, Design and Interaction
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is taking on more importance due to modern multi-core systems (e.g.
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While third-party game engines were not common up until the rise of
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to develop in-house game engines for use with first-party software.
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Other middleware is used for performance optimisation—for example '
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and personal computers) with few, if any, changes made to the game
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Software development environment designed for building video games
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2063:"Game Development Team Composition Study - Changes over time"
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than ever to develop game engines for platforms that support
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Like other types of middleware, game engines usually provide
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2253:"The Two Engines Driving the $ 120B Gaming Industry Forward"
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and game entity meant that teams could grow and specialize.
1166:(NES). The engine they had developed for the side-scrolling
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977:(AI) functions. These game engines are sometimes called "
1073:. Modern game- or graphics-engines generally provide a
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In many cases, game engines provide a suite of visual
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Additionally, more game engines are being built upon
2278:"Gamasutra Engine and Middleware Technology Survey"
188:. Unsourced material may be challenged and removed.
1975:
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1600:more efficiently than general purpose middleware.
1549:(Leadwerks). As most 3D rich games are now mostly
2208:"Microsoft to Enable User-Created XBox 360 Games"
1291:games that, rather than work from scratch, other
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1146:A notable example of an in-house game engine on
1011:. Often, programmers design game engines with a
2228:"The 10 Best Video Game Engines | 2018 Edition"
1970:
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2328:
2129:"Gaming: Mobile and Wireless Trends for 2008"
2042:"id Tech 5 Interview • Page 1 • Interviews •"
1724:Valencia-Garcia, Rafael; et al. (2016).
1632:(IME) add-on for in-game Asian chat support.
1081:, which lets you easily communicate with the
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1175:(1984) was later employed for the scrolling
851:can use game engines to construct games for
405:Specialized / alternative-paradigmatic types
2232:The Ultimate Resource for Video Game Design
2152:
1833:
1628:UI and high-quality video playback, and an
53:Learn how and when to remove these messages
2335:
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823:primarily designed for the development of
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789:
2106:. Gazette.net. 2007-08-31. Archived from
266:Learn how and when to remove this message
248:Learn how and when to remove this message
146:Learn how and when to remove this message
2039:
1979:
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1458:: visualization, training, medical, and
1184:(1985). This had the effect of allowing
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2153:Zerbst, Stefan; DĂĽvel, Oliver (2004).
2014:
1982:Journal of Gaming & Virtual Worlds
1836:"My Turn: The Real Cost of Middleware"
1561:game development. Microsoft developed
2316:
2104:"Video Games Starting to Get Serious"
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1860:Report on Use of Middleware in Games
1691:List of first-person shooter engines
1199:in the 1990s, there were several 2D
186:adding citations to reliable sources
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18:
1255:(1988), and most popularly ASCII's
13:
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1878:Williams, Andrew (16 March 2017).
1834:O'Neill, John (January 15, 2008).
1594:
1435:(AGI) and SCI systems, LucasArts'
1205:independent video game development
959:integrated development environment
765:List of video game industry people
14:
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2294:
2156:3D Game Engine Programming (book)
1639:' helps to optimise and generate
34:This article has multiple issues.
2300:
1662:reference for a compiled binary
1368:The Elder Scrolls III: Morrowind
1150:in the mid-1980s was the smooth
1137:golden age of arcade video games
1069:, RealmForge, Truevision3D, and
827:and generally includes relevant
558:Intellectual property protection
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2008:
1838:. Gamedaily.com. Archived from
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1767:from the original on 2017-08-06
1044:Some game engines only provide
173:needs additional citations for
42:or discuss these issues on the
2131:. M-trends.org. Archived from
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1654:Some middleware contains full
1651:optimisations to 3d graphics.
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3053:Lightweight Java Game Library
1711:
1246:Shoot-'Em-Up Construction Kit
1164:Nintendo Entertainment System
930:games to multiple platforms.
760:List of video game publishers
748:List of video game developers
2399:List of visual novel engines
2189:. xboxlivecommunitygames.org
2187:"xboxlivecommunitygames.org"
2040:Bramwell, Tom (2007-08-09).
1943:"Thunder Force Construction"
1252:Arcade Game Construction Kit
1031:architectural visualizations
1013:component-based architecture
775:List of video game magazines
7:
2365:First-person shooter engine
2280:. Gamasutra.com. 2009-05-08
1908:"War Game Construction Kit"
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1574:Game engines as an industry
1275:Such was the popularity of
1270:first-person shooter engine
770:List of video game websites
126:the claims made and adding
10:
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2085:. Universal Videogame List
1433:Adventure Game Interpreter
1230:Adventure Construction Set
1224:Thunder Force Construction
1203:produced in the 1980s for
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882:(and collision response),
835:" used more widely in the
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1865:October 17, 2013, at the
1658:, others just provide an
1235:Garry Kitchen's GameMaker
1219:War Game Construction Kit
563:Digital rights management
73:This article needs to be
1814:"What is a Game Engine?"
1240:Wargame Construction Set
1210:Pinball Construction Set
918:, and video support for
863:engine ("renderer") for
1994:10.1386/jgvw.11.3.215_1
1701:List of game middleware
1462:applications, with the
1449:Humongous Entertainment
1384:engine, and the MMORPG
1364:role-playing video game
1139:, it became common for
981:" because, as with the
975:artificial-intelligence
896:artificial intelligence
290:Part of a series on the
3250:Video game development
2377:Game engine recreation
1519:higher level languages
1422:at 100 Hz versus
1394:engine is used in the
1116:
1111:which resulted in the
1046:real-time 3D rendering
961:to enable simplified,
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3088:Platinum Arts Sandbox
2933:Adventure Game Studio
1816:. GameCareerGuide.com
1580:gaming is an industry
1306:Later games, such as
1266:first-person shooters
1201:game creation systems
1128:The rapid advance of
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1025:requirements—such as
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2734:Visual3D Game Engine
2389:Game creation system
2309:at Wikimedia Commons
2257:CB Insights Research
1696:List of game engines
1676:3D computer graphics
1197:3D computer graphics
1154:engine developed by
1141:video game companies
1035:training simulations
627:Downloadable content
182:improve this article
3003:Blender Game Engine
2835:Pixel Game Maker MV
1630:Input Method Editor
1460:military simulation
1377:Dark Age of Camelot
1362:. For example, the
1337:video game industry
1301:collision detection
1023:real-time graphical
991:video-game industry
880:collision detection
855:and other types of
853:video game consoles
610:Episodic video game
296:Video game industry
3255:Video game engines
3008:Bork3D Game Engine
2083:"Freescape Engine"
2015:Weinberger, Matt.
1886:. pp. 152–4.
1842:on August 30, 2009
1607:' Bink, Firelight
1441:Incentive Software
1425:Forza Motorsport 2
1343:and its successor
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821:software framework
635:Games as a service
111:possibly contains
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3133:Wintermute Engine
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2755:Amazon Lumberyard
2550:Zillions of Games
2305:Media related to
2159:. Premier Press.
1893:978-1-317-50381-1
1649:occlusion culling
1380:are based on the
1181:Super Mario Bros.
963:rapid development
955:development tools
904:memory management
837:software industry
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655:Microtransactions
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3259:
3240:
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3229:
3213:
3137:
3118:Thousand Parsec
3068:Open Wonderland
3043:Irrlicht Engine
2986:
2921:
2901:
2890:
2886:Unreal Engine 5
2869:
2865:Unreal Engine 4
2820:Luminous Engine
2775:Creation Engine
2738:
2719:Unreal Engine 3
2714:Unreal Engine 2
2554:
2535:Virtual Theatre
2530:Unreal Engine 1
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2044:. Eurogamer.net
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2013:
2009:
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1941:
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1722:
1718:
1714:
1672:
1641:level of detail
1597:
1595:Game middleware
1576:
1313:Quake III Arena
1098:
1027:marketing demos
936:
833:software engine
809:
780:
779:
743:
735:
734:
730:Game journalism
720:
712:
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11:
5:
3268:
3258:
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3235:
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3225:Open 3D Engine
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2726:
2724:Vicious Engine
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2696:
2691:
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2678:
2673:
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2601:Essence Engine
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2553:
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2505:Pie in the Sky
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1988:(3): 215–230.
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1706:Virtual studio
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1605:RAD Game Tools
1596:
1593:
1575:
1572:
1498:'s WebVision,
1419:Need For Speed
1152:side-scrolling
1097:
1094:
1050:game developer
1041:environments.
987:out of the box
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3140:
3134:
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3128:Vassal Engine
3126:
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3119:
3116:
3114:
3113:Spring Engine
3111:
3109:
3106:
3104:
3101:
3099:
3096:
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3089:
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3084:
3081:
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3078:Papervision3D
3076:
3074:
3071:
3069:
3066:
3064:
3061:
3059:
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3049:
3048:jMonkeyEngine
3046:
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3026:
3024:
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3019:
3016:
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2943:Crystal Space
2941:
2939:
2936:
2934:
2931:
2930:
2928:
2924:
2918:
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2586:Crystal Tools
2584:
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2576:Chrome Engine
2574:
2572:
2569:
2567:
2564:
2563:
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2551:
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2460:3D GameStudio
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2166:9781592003518
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2158:
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2149:
2135:on 2011-01-08
2134:
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2110:on 2008-12-03
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1091:
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1080:
1076:
1072:
1071:Vision Engine
1068:
1064:
1060:
1056:
1055:Crystal Space
1051:
1047:
1042:
1040:
1036:
1032:
1028:
1024:
1019:
1018:extensibility
1014:
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1005:game consoles
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944:platform game
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238:November 2019
230:
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202:
199: –
198:
197:"Game engine"
194:
193:Find sources:
187:
183:
177:
176:
171:This article
169:
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159:
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139:
129:
125:
121:
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109:This article
107:
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88:
85:February 2018
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41:
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30:
21:
20:
2974:
2966:
2948:
2687:Silent Storm
2686:
2671:Retro Engine
2651:MT Framework
2480:Genie Engine
2344:Game engines
2343:
2307:Game engines
2282:. Retrieved
2272:
2261:. Retrieved
2259:. 2018-09-20
2256:
2247:
2236:. Retrieved
2234:. 2017-03-11
2231:
2222:
2211:. Retrieved
2202:
2191:. Retrieved
2181:
2170:. Retrieved
2155:
2148:
2137:. Retrieved
2133:the original
2123:
2112:. Retrieved
2108:the original
2098:
2087:. Retrieved
2077:
2066:. Retrieved
2057:
2046:. Retrieved
2035:
2024:. Retrieved
2020:
2010:
1985:
1981:
1957:. Retrieved
1953:the original
1946:
1937:
1922:. Retrieved
1918:the original
1911:
1902:
1879:
1873:
1855:
1844:. Retrieved
1840:the original
1829:
1818:. Retrieved
1808:
1797:. Retrieved
1793:
1785:Tan, James.
1780:
1769:. Retrieved
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1656:source code
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1557:to support
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2956:Game-Maker
2830:Panta Rhei
2795:Fox Engine
2631:HeroEngine
2515:RenderWare
2284:2011-01-17
2263:2019-05-15
2238:2019-05-15
2213:2017-05-05
2193:2013-11-24
2172:2011-01-17
2139:2011-01-17
2114:2011-01-17
2089:2020-05-16
2068:2011-01-17
2048:2013-11-24
2026:2022-02-17
1846:2013-11-24
1820:2013-11-24
1799:2021-07-14
1771:2021-07-14
1743:2021-07-22
1712:References
1547:Lua Script
1392:RenderWare
1387:Lineage II
1328:technology
1318:Epic Games
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2571:C4 Engine
2520:RPG Maker
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2429:Filmation
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1884:CRC Press
1760:. Unity.
1637:Simplygon
1621:Granny 3D
1617:Scaleform
1555:Microsoft
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1464:CryEngine
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1258:RPG Maker
1059:Genesis3D
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2621:Gamebryo
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1133:hardware
1063:Irrlicht
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998:platform
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872:graphics
667:Loot box
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456:Non-game
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3108:Solar2D
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700:in-game
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2910:1970s
2874:2020s
2790:Felgo
2743:2010s
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