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1432:) 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
1151:—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
1569:-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
1108:. 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
1093:—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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1463:(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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1598:, 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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1355:. While there was a strong rivalry between Epic and id around 2000, since then Epic's Unreal Engine has been far more popular than
1371:. 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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2033:"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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1774:"Common game development terms and definitions | Game design vocabulary | Unity"
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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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1803:"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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141:. Statements consisting only of original research should be removed.
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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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than ever to develop game engines for platforms that support
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Like other types of middleware, game engines usually provide
938:. Game engine implementers often economize on the process of
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2269:"The Two Engines Driving the $ 120B Gaming Industry Forward"
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and game entity meant that teams could grow and specialize.
1182:(NES). The engine they had developed for the side-scrolling
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993:(AI) functions. These game engines are sometimes called "
1089:. 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
2294:"Gamasutra Engine and Middleware Technology Survey"
199:. Unsourced material may be challenged and removed.
1991:
1989:
1616:more efficiently than general purpose middleware.
1565:(Leadwerks). As most 3D rich games are now mostly
2224:"Microsoft to Enable User-Created XBox 360 Games"
1307:games that, rather than work from scratch, other
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1162:A notable example of an in-house game engine on
1027:. Often, programmers design game engines with a
2244:"The 10 Best Video Game Engines | 2018 Edition"
1986:
1739:
1589:
2344:
2145:"Gaming: Mobile and Wireless Trends for 2008"
2058:"id Tech 5 Interview • Page 1 • Interviews •"
1740:Valencia-Garcia, Rafael; et al. (2016).
1648:(IME) add-on for in-game Asian chat support.
1097:, which lets you easily communicate with the
812:
1191:(1984) was later employed for the scrolling
867:can use game engines to construct games for
421:Specialized / alternative-paradigmatic types
2248:The Ultimate Resource for Video Game Design
2168:
1849:
1644:UI and high-quality video playback, and an
64:Learn how and when to remove these messages
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2337:
839:primarily designed for the development of
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805:
2122:. Gazette.net. 2007-08-31. Archived from
277:Learn how and when to remove this message
259:Learn how and when to remove this message
157:Learn how and when to remove this message
2055:
1995:
1893:
1474:: visualization, training, medical, and
1200:(1985). This had the effect of allowing
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2169:Zerbst, Stefan; DĂĽvel, Oliver (2004).
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1998:Journal of Gaming & Virtual Worlds
1852:"My Turn: The Real Cost of Middleware"
1577:game development. Microsoft developed
2332:
2120:"Video Games Starting to Get Serious"
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1876:Report on Use of Middleware in Games
1707:List of first-person shooter engines
1215:in the 1990s, there were several 2D
197:adding citations to reliable sources
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106:
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29:
1271:(1988), and most popularly ASCII's
24:
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1894:Williams, Andrew (16 March 2017).
1850:O'Neill, John (January 15, 2008).
1610:
1451:(AGI) and SCI systems, LucasArts'
1221:independent video game development
975:integrated development environment
781:List of video game industry people
25:
3282:
2310:
2172:3D Game Engine Programming (book)
1655:' helps to optimise and generate
45:This article has multiple issues.
2316:
1678:reference for a compiled binary
1384:The Elder Scrolls III: Morrowind
1166:in the mid-1980s was the smooth
1153:golden age of arcade video games
1085:, RealmForge, Truevision3D, and
843:and generally includes relevant
574:Intellectual property protection
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1854:. Gamedaily.com. Archived from
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1783:from the original on 2017-08-06
1060:Some game engines only provide
184:needs additional citations for
53:or discuss these issues on the
2147:. M-trends.org. Archived from
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1670:Some middleware contains full
1667:optimisations to 3d graphics.
13:
1:
3069:Lightweight Java Game Library
1727:
1262:Shoot-'Em-Up Construction Kit
1180:Nintendo Entertainment System
946:games to multiple platforms.
776:List of video game publishers
764:List of video game developers
2415:List of visual novel engines
2205:. xboxlivecommunitygames.org
2203:"xboxlivecommunitygames.org"
2056:Bramwell, Tom (2007-08-09).
1959:"Thunder Force Construction"
1268:Arcade Game Construction Kit
1047:architectural visualizations
1029:component-based architecture
791:List of video game magazines
7:
2381:First-person shooter engine
2296:. Gamasutra.com. 2009-05-08
1924:"War Game Construction Kit"
1685:
1590:Game engines as an industry
1291:Such was the popularity of
1286:first-person shooter engine
786:List of video game websites
137:the claims made and adding
10:
3287:
2101:. Universal Videogame List
1449:Adventure Game Interpreter
1246:Adventure Construction Set
1240:Thunder Force Construction
1219:produced in the 1980s for
1111:
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898:(and collision response),
851:" used more widely in the
710:Advertising in video games
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1881:October 17, 2013, at the
1674:, others just provide an
1251:Garry Kitchen's GameMaker
1235:War Game Construction Kit
579:Digital rights management
84:This article needs to be
1830:"What is a Game Engine?"
1256:Wargame Construction Set
1226:Pinball Construction Set
934:, and video support for
879:engine ("renderer") for
2010:10.1386/jgvw.11.3.215_1
1717:List of game middleware
1478:applications, with the
1465:Humongous Entertainment
1400:engine, and the MMORPG
1380:role-playing video game
1155:, it became common for
997:" because, as with the
991:artificial-intelligence
912:artificial intelligence
301:Part of a series on the
3266:Video game development
2393:Game engine recreation
1535:higher level languages
1438:at 100 Hz versus
1410:engine is used in the
1132:
1127:which resulted in the
1062:real-time 3D rendering
977:to enable simplified,
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3104:Platinum Arts Sandbox
2949:Adventure Game Studio
1832:. GameCareerGuide.com
1596:gaming is an industry
1322:Later games, such as
1282:first-person shooters
1217:game creation systems
1144:The rapid advance of
1119:
1041:requirements—such as
957:
2750:Visual3D Game Engine
2405:Game creation system
2325:at Wikimedia Commons
2273:CB Insights Research
1712:List of game engines
1692:3D computer graphics
1213:3D computer graphics
1170:engine developed by
1157:video game companies
1051:training simulations
643:Downloadable content
193:improve this article
3019:Blender Game Engine
2851:Pixel Game Maker MV
1646:Input Method Editor
1476:military simulation
1393:Dark Age of Camelot
1378:. For example, the
1353:video game industry
1317:collision detection
1039:real-time graphical
1007:video-game industry
896:collision detection
871:and other types of
869:video game consoles
626:Episodic video game
307:Video game industry
3271:Video game engines
3024:Bork3D Game Engine
2099:"Freescape Engine"
2031:Weinberger, Matt.
1902:. pp. 152–4.
1858:on August 30, 2009
1623:' Bink, Firelight
1457:Incentive Software
1441:Forza Motorsport 2
1359:and its successor
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967:
837:software framework
651:Games as a service
122:possibly contains
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3149:Wintermute Engine
2910:
2909:
2771:Amazon Lumberyard
2566:Zillions of Games
2321:Media related to
2175:. Premier Press.
1909:978-1-317-50381-1
1665:occlusion culling
1396:are based on the
1197:Super Mario Bros.
979:rapid development
971:development tools
920:memory management
853:software industry
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671:Microtransactions
440:Interactive movie
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2841:Nvidia GameWorks
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3256:
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3153:
3134:Thousand Parsec
3084:Open Wonderland
3059:Irrlicht Engine
3002:
2937:
2917:
2906:
2902:Unreal Engine 5
2885:
2881:Unreal Engine 4
2836:Luminous Engine
2791:Creation Engine
2754:
2735:Unreal Engine 3
2730:Unreal Engine 2
2570:
2551:Virtual Theatre
2546:Unreal Engine 1
2464:
2424:
2367:
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2060:. Eurogamer.net
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1657:level of detail
1613:
1611:Game middleware
1592:
1329:Quake III Arena
1114:
1043:marketing demos
952:
849:software engine
825:
796:
795:
759:
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746:Game journalism
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584:Copy protection
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381:Creation system
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11:
5:
3284:
3274:
3273:
3268:
3251:
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3247:
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3241:Open 3D Engine
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2778:
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2756:
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2752:
2747:
2742:
2740:Vicious Engine
2737:
2732:
2727:
2722:
2717:
2712:
2707:
2699:
2694:
2689:
2684:
2679:
2674:
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2617:Essence Engine
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2521:Pie in the Sky
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2004:(3): 215–230.
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1621:RAD Game Tools
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1591:
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1514:'s WebVision,
1435:Need For Speed
1168:side-scrolling
1113:
1110:
1066:game developer
1057:environments.
1003:out of the box
981:of games in a
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3147:
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3144:Vassal Engine
3142:
3140:
3137:
3135:
3132:
3130:
3129:Spring Engine
3127:
3125:
3122:
3120:
3117:
3115:
3112:
3110:
3107:
3105:
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3100:
3097:
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3094:Papervision3D
3092:
3090:
3087:
3085:
3082:
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3077:
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3072:
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3067:
3065:
3064:jMonkeyEngine
3062:
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3047:
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3042:
3040:
3037:
3035:
3032:
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2959:Crystal Space
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2602:Crystal Tools
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1123:
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1096:
1092:
1088:
1087:Vision Engine
1084:
1080:
1076:
1072:
1071:Crystal Space
1067:
1063:
1058:
1056:
1052:
1048:
1044:
1040:
1035:
1034:extensibility
1030:
1026:
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1021:game consoles
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960:platform game
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249:November 2019
241:
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220:
217:
213:
210: –
209:
208:"Game engine"
205:
204:Find sources:
198:
194:
188:
187:
182:This article
180:
176:
171:
170:
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158:
150:
140:
136:
132:
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120:This article
118:
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96:February 2018
87:
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58:
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52:
51:
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41:
32:
31:
19:
2990:
2982:
2964:
2703:Silent Storm
2702:
2687:Retro Engine
2667:MT Framework
2496:Genie Engine
2360:Game engines
2359:
2323:Game engines
2298:. Retrieved
2288:
2277:. Retrieved
2275:. 2018-09-20
2272:
2263:
2252:. Retrieved
2250:. 2017-03-11
2247:
2238:
2227:. Retrieved
2218:
2207:. Retrieved
2197:
2186:. Retrieved
2171:
2164:
2153:. Retrieved
2149:the original
2139:
2128:. Retrieved
2124:the original
2114:
2103:. Retrieved
2093:
2082:. Retrieved
2073:
2062:. Retrieved
2051:
2040:. Retrieved
2036:
2026:
2001:
1997:
1973:. Retrieved
1969:the original
1962:
1953:
1938:. Retrieved
1934:the original
1927:
1918:
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1796:
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1742:
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1555:Visual3D.NET
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1496:web browsers
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656:Cloud gaming
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1672:source code
1607:pay-walls.
1573:to support
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1516:Silverlight
1455:system and
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1184:racing game
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932:scene graph
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833:game engine
700:Battle pass
695:Season pass
611:Buy-to-play
534:South Korea
366:Programming
316:Development
147:August 2017
3260:Categories
3205:PlayCanvas
2972:Game-Maker
2846:Panta Rhei
2811:Fox Engine
2647:HeroEngine
2531:RenderWare
2300:2011-01-17
2279:2019-05-15
2254:2019-05-15
2229:2017-05-05
2209:2013-11-24
2188:2011-01-17
2155:2011-01-17
2130:2011-01-17
2105:2020-05-16
2084:2011-01-17
2064:2013-11-24
2042:2022-02-17
1862:2013-11-24
1836:2013-11-24
1815:2021-07-14
1787:2021-07-14
1759:2021-07-22
1728:References
1563:Lua Script
1408:RenderWare
1403:Lineage II
1344:technology
1334:Epic Games
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1193:platformer
1188:Excitebike
1137:Atari 2600
995:middleware
936:cinematics
916:networking
865:Developers
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507:Publishing
445:Nonviolent
416:Video game
344:Programmer
219:newspapers
131:improve it
50:improve it
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3049:id Tech 3
2998:Stratagus
2933:Z-machine
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2821:id Tech 6
2816:id Tech 5
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2766:4A Engine
2662:Marmalade
2657:Leadwerks
2642:GameSalad
2632:Frostbite
2597:CryEngine
2587:C4 Engine
2536:RPG Maker
2491:GameMaker
2481:Clickteam
2450:Freescape
2445:Filmation
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1900:CRC Press
1776:. Unity.
1653:Simplygon
1637:Granny 3D
1633:Scaleform
1571:Microsoft
1526:and pure
1504:Shockwave
1480:CryEngine
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1361:id Tech 5
1357:id Tech 4
1274:RPG Maker
1075:Genesis3D
930:support,
924:threading
908:animation
904:scripting
877:rendering
873:computers
845:libraries
721:Advergame
492:Accessory
328:Developer
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3044:GDevelop
2991:Quake II
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2916:Free and
2871:Source 2
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2637:Gamebryo
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2410:Game IDE
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1778:Archived
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1387:and the
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1149:hardware
1079:Irrlicht
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1014:platform
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683:Loot box
616:AAA game
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334:Designer
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3180:Horde3D
3175:GPUOpen
3165:Delta3D
3124:Solar2D
3119:Scratch
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460:Edugame
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3170:Godot
3158:2010s
3007:2000s
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2954:Build
2942:1990s
2926:1970s
2890:2020s
2806:Felgo
2759:2010s
2725:Unity
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2575:2000s
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2469:1990s
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1964:Oh!FM
1929:Oh!FM
1806:(PDF)
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