Game engines
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A game engine is a
software framework In computer programming, a software framework is an abstraction in which software, providing generic functionality, can be selectively changed by additional user-written code, thus providing application-specific software. It provides a standard ...
primarily designed for the development of
video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This feedba ...
s and generally includes relevant libraries and support programs. The "engine" terminology is similar to the term "
software engine A software engine is a core component of a complex software system. Alternate phrases include "software core" and "software core engine", or just "core engine". The word "engine" is a metaphor of a car's engine. Thus a software engine is a compl ...
" used in the software industry. The game engine can also refer to the development software utilizing this framework, typically offering a suite of tools and features for developing games. Developers can use game engines to construct games for video game consoles and other types of
computer A computer is a machine that can be programmed to carry out sequences of arithmetic or logical operations ( computation) automatically. Modern digital electronic computers can perform generic sets of operations known as programs. These prog ...
s. The core functionality typically provided by a game engine may include a rendering engine ("renderer") for 2D or 3D
graphics Graphics () are visual images or designs on some surface, such as a wall, canvas, screen, paper, or stone, to inform, illustrate, or entertain. In contemporary usage, it includes a pictorial representation of data, as in design and manufacture, ...
, a physics engine or collision detection (and collision response),
sound In physics, sound is a vibration that propagates as an acoustic wave, through a transmission medium such as a gas, liquid or solid. In human physiology and psychology, sound is the ''reception'' of such waves and their ''perception'' by ...
, scripting,
animation Animation is a method by which still figures are manipulated to appear as moving images. In traditional animation, images are drawn or painted by hand on transparent celluloid sheets to be photographed and exhibited on film. Today, most ani ...
,
artificial intelligence Artificial intelligence (AI) is intelligence—perceiving, synthesizing, and inferring information—demonstrated by machines, as opposed to intelligence displayed by animals and humans. Example tasks in which this is done include speech ...
,
networking Network, networking and networked may refer to: Science and technology * Network theory, the study of graphs as a representation of relations between discrete objects * Network science, an academic field that studies complex networks Mathematic ...
, streaming, memory management, threading, localization support, scene graph, and video support for cinematics. Game engine implementers often economize on the process of game development by reusing/adapting, in large part, the same game engine to produce different games or to aid in porting games to multiple platforms.


Purpose

In many cases, game engines provide a suite of visual development tools in addition to reusable software components. These tools are generally provided in an
integrated development environment An integrated development environment (IDE) is a software application that provides comprehensive facilities to computer programmers for software development. An IDE normally consists of at least a source code editor, build automation tools ...
to enable simplified, rapid development of games in a data-driven manner. Game-engine developers often attempt to preempt implementer needs by developing robust 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
artificial-intelligence Artificial intelligence (AI) is intelligence—perceiving, synthesizing, and inferring information—demonstrated by machines, as opposed to intelligence displayed by animal cognition, animals and human intelligence, humans. Example tasks in ...
(AI) functions. These game engines are sometimes called "
middleware Middleware is a type of computer software that provides services to software applications beyond those available from the operating system. It can be described as "software glue". Middleware makes it easier for software developers to implement ...
" because, as with the
business Business is the practice of making one's living or making money by producing or buying and selling products (such as goods and services). It is also "any activity or enterprise entered into for profit." Having a business name does not separ ...
sense of the term, they provide a flexible and reusable software platform which provides all the core functionality needed, right out of the box, to develop a game application while reducing costs, complexities, and time-to-market — all critical factors in the highly competitive video-game industry. Like other types of middleware, game engines usually provide platform
abstraction Abstraction in its main sense is a conceptual process wherein general rules and concepts are derived from the usage and classification of specific examples, literal ("real" or " concrete") signifiers, first principles, or other methods. "An abst ...
, allowing the same game to run on various platforms (including game consoles and personal computers) with few, if any, changes made to the game source-code. Often, programmers design game engines with a component-based architecture 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 the more common approach of extending or customizing a flexible integrated product. However achieved,
extensibility Extensibility is a software engineering and systems design principle that provides for future growth. Extensibility is a measure of the ability to extend a system and the level of effort required to implement the extension. Extensions can be t ...
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 real-time graphical requirements - such as marketing demos,
architectural visualization Architectural rendering, architectural illustration, or architectural visualization is the art of creating three-dimensional images or animations showing the attributes of a proposed architectural design. Computer generated renderings Images tha ...
s, training simulations, and modeling environments. Some game engines only provide real-time 3D rendering capabilities instead of the wide range of functionality needed by games. These engines rely upon the game developer 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 used, as many full-featured 3D game engines are referred to simply as "3D engines". Examples of graphics engines include:
Crystal Space Crystal Space is a framework for developing 3D applications written in C++ by Jorrit Tyberghein and others. The first public release was on August 26, 1997. It is typically used as a game engine but the framework is more general and can be use ...
, Genesis3D,
Irrlicht Irrlicht may refer to: * Irrlicht, the German name for will-o'-the-wisp, the ghostly light sometimes seen at night over bogs and swamps * "Irrlicht", the ninth song in the ''Winterreise'' cycle by Franz Schubert * ''Irrlicht'' (album), by Klaus ...
, OGRE, RealmForge,
Truevision3D Truevision3D was a commercial computer software 3D engine first created as a hobby project by Sylvain Dupont in 1999. With the addition of Arli Mujkic and John Hart, Truevision3D LLC. was formed. The Truevision3D (commonly abbreviated as TV3D) ...
, and
Vision Engine Havok Vision Game Engine is a discontinued, cross-platform, 3D game engine originally authored by Trinigy and later acquired by Havok. It was first released in 2003, and saw its final release in 2014. As of its eighth version, available tar ...
. Modern game- or graphics-engines generally provide a scene graph - 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. As technology ages, the components of an engine may become outdated or insufficient for the requirements of a given
project A project is any undertaking, carried out individually or collaboratively and possibly involving research or design, that is carefully planned to achieve a particular goal. An alternative view sees a project managerially as a sequence of even ...
. 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.


History

Before game engines, games were typically written as singular entities: a game for the Atari 2600, for example, had to be designed from the bottom up to make optimal use of the display hardware—this core display routine is today called the kernel 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. The rapid advance of arcade hardware—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 golden age of arcade video games, it became common for
video game companies The following lists of video game companies are available: * List of video game developers * List of video game publishers * List of indie game developers {{list of lists, video game , listcat=Video game companies Video game companies Compani ...
to develop in-house game engines for use with first-party software. A notable example of an in-house game engine on
home consoles A home video game console is a video game console that is designed to be connected to a display device, such as a television, and an external power source as to play video games. Home consoles are generally less powerful and customizable than ...
in the mid-1980s was the smooth side-scrolling engine developed by
Shigeru Miyamoto is a Japanese video game designer, producer and game director at Nintendo, where he serves as one of its representative directors. Widely regarded as one of the most accomplished and influential designers in the history of video games, he ...
's team at Nintendo for the Nintendo Entertainment System (NES). The engine they had developed for the side-scrolling racing game '' Excitebike'' (1984) was later employed for the scrolling platformer '' Super Mario Bros.'' (1985). This had the effect of allowing
Mario is a character (arts), character created by Japanese video game designer Shigeru Miyamoto. He is the title character of the ''Mario (franchise), Mario'' franchise and the mascot of Japanese video game company Nintendo. Mario has appeared in ...
to smoothly accelerate from a walk to a run, rather than move at a constant speed like in earlier platformers. While third-party game engines were not common up until the rise of
3D computer graphics 3D computer graphics, or “3D graphics,” sometimes called CGI, 3D-CGI or three-dimensional computer graphics are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for th ...
in the 1990s, there were several 2D game creation systems produced in the 1980s for independent video game development. These include ''
Pinball Construction Set ''Pinball Construction Set'' is a video game by Bill Budge written for the Apple II. It was originally published in 1982 through Budge's own company, BudgeCo, then was released by Electronic Arts in 1983 along with ports to the Atari 8-bit famil ...
'' (1983),
ASCII ASCII ( ), abbreviated from American Standard Code for Information Interchange, is a character encoding standard for electronic communication. ASCII codes represent text in computers, telecommunications equipment, and other devices. Because ...
's ''War Game Construction Kit'' (1983), '' Thunder Force Construction'' (1984), ''
Adventure Construction Set An adventure is an exciting experience or undertaking that is typically bold, sometimes risky. Adventures may be activities with danger such as traveling, exploring, skydiving, mountain climbing, scuba diving, river rafting, or other extreme s ...
'' (1984), Garry Kitchen's GameMaker (1985), ''
Wargame Construction Set ''Wargame Construction Set'' is a video game game creation system published in 1986 by Strategic Simulations. Developed by Roger Damon, it allows the user to construct, edit and play customizable wargame scenarios. It was released for the Amiga, ...
'' (1986), ''
Shoot-'Em-Up Construction Kit Shoot-'Em-Up Construction Kit (a.k.a. SEUCK) is a game creation system for the Commodore 64, Amiga and Atari ST created by Sensible Software and published by Outlaw (part of Palace Software) in 1987. It allows the user to make simple shoot 'em up ...
'' (1987), ''
Arcade Game Construction Kit ''Arcade Game Construction Kit'' is a 1988 game creation system for making arcade-style games. It was developed by Mike Livesay and published by Broderbund for the Commodore 64. ''AGCK'' contained four floppy disks. The program uses a joystick-dr ...
'' (1988), and most popularly ASCII's '' RPG Maker'' engines from 1998 onward. Klik & Play (1994) is another legacy offering that's still available. The term "game engine" arose in the mid-1990s, especially in connection with 3D games such as
first-person shooter First-person shooter (FPS) is a sub-genre of shooter video games centered on gun and other weapon-based combat in a first-person perspective, with the player experiencing the action through the eyes of the protagonist and controlling the p ...
s with a
first-person shooter engine A first-person shooter engine is a video game engine specialized for simulating 3D environments for use in a first-person shooter video game. First-person refers to the view where the players see the world from the eyes of their characters. Shoo ...
. Epic games, founded by developer Tim Sweeney, debuted Unreal Engine in the year 1998. Such was the popularity of Id Software's ''
Doom Doom is another name for damnation. Doom may also refer to: People * Doom (professional wrestling), the tag team of Ron Simmons and Butch Reed * Daniel Doom (born 1934), Belgian cyclist * Debbie Doom (born 1963), American softball pitcher * ...
'' and '' Quake'' games that, rather than work from scratch, other developers licensed the core portions of the software and designed their own graphics, characters, weapons and
level Level or levels may refer to: Engineering *Level (instrument), a device used to measure true horizontal or relative heights *Spirit level, an instrument designed to indicate whether a surface is horizontal or vertical * Canal pound or level *Reg ...
s—the "game content" or "game assets". Separation of game-specific rules and data from basic concepts like collision detection and game entity meant that teams could grow and specialize. Later games, such as id Software's '' Quake III Arena'' and Epic Games's 1998 '' Unreal'' were designed with this approach in mind, with the engine and content developed separately. The practice of licensing such
technology Technology is the application of knowledge to reach practical goals in a specifiable and reproducible way. The word ''technology'' may also mean the product of such an endeavor. The use of technology is widely prevalent in medicine, scien ...
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
Unreal Engine Unreal Engine (UE) is a 3D computer graphics game engine developed by Epic Games, first showcased in the 1998 first-person shooter game '' Unreal''. Initially developed for PC first-person shooters, it has since been used in a variety of g ...
. At the very least, reusable engines make developing game sequels faster and easier, which is a valuable advantage in the competitive video game industry. While there was a strong rivalry between Epic and id around 2000, since then Epic's
Unreal Engine Unreal Engine (UE) is a 3D computer graphics game engine developed by Epic Games, first showcased in the 1998 first-person shooter game '' Unreal''. Initially developed for PC first-person shooters, it has since been used in a variety of g ...
has been far more popular than id Tech 4 and its successor
id Tech 5 id Tech 5 is a proprietary game engine developed by id Software. It followed its predecessors, id Tech 1, 2, 3 and 4, all of which had subsequently been published under the GNU General Public License. It was seen as a major advancement ov ...
. 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 level design. It is now common, for example, for a typical game development team to have several times as many artists as actual programmers. First-person shooter games remain the predominant users of third-party game engines, but they are now also being used in other genres. For example, the
role-playing video game A role-playing video game (commonly referred to as simply a role-playing game or RPG, as well as a computer role-playing game or CRPG) is a video game genre where the player controls the actions of a character (or several party members) immers ...
'' The Elder Scrolls III: Morrowind'' and the MMORPG '' Dark Age of Camelot'' are based on the Gamebryo engine, and the MMORPG '' Lineage II'' is based on the Unreal Engine. Game engines are used for games originally developed for home consoles as well; for example, the RenderWare engine is used in the '' Grand Theft Auto'' and '' Burnout'' franchises. Threading is taking on more importance due to modern multi-core systems (e.g. Cell) 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 ''
Need For Speed ''Need for Speed'' (''NFS'') is a racing game franchise published by Electronic Arts and currently developed by Criterion Games, the developers of ''Burnout''. The series generally centers around illicit street racing and tasks players to c ...
'' at 100 Hz versus ''
Forza Motorsport 2 ''Forza Motorsport 2'' is a 2007 simulation racing video game developed by Turn 10 Studios for the Xbox 360 console. It is the second title in the ''Forza'' series, and is the sequel to the original ''Forza Motorsport'' (2005) and was followed by ...
'' at 360 Hz. 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
Adventure Game Interpreter The Adventure Game Interpreter (AGI) is a game engine developed by Sierra On-Line. The company originally developed the engine for ''King's Quest'' (1984), an adventure game which Sierra and IBM wished to market in order to attract consumers ...
(AGI) and SCI systems, LucasArts' SCUMM system and
Incentive Software Incentive Software Ltd. was a British video game developer and publisher founded by Ian Andrew in 1983. Programmers included Sean Ellis, Stephen Northcott and Ian's brother Chris Andrew. Later games were based on the company's Freescape rende ...
's Freescape engine (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
Humongous Entertainment Humongous Entertainment, Inc. was an American video game developer based in Bothell, Washington. Founded in 1992, the company is best known for developing multiple edutainment franchises, most prominently '' Putt-Putt'', ''Freddi Fish'', ''Paj ...
). 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 serious games: visualization, training, medical, and
military simulation Military simulations, also known informally as war games, are simulations in which theories of warfare can be tested and refined without the need for actual hostilities. Military simulations are seen as a useful way to develop tactical, strateg ...
applications, with the
CryEngine CryEngine (stylized as CRYENGINE) is a game engine designed by the German game developer Crytek. It has been used in all of their titles with the initial version being used in ''Far Cry'', and continues to be updated to support new consoles and ...
being one example. To facilitate this accessibility, new hardware platforms are now being targeted by game engines, including
mobile phone A mobile phone, cellular phone, cell phone, cellphone, handphone, hand phone or pocket phone, sometimes shortened to simply mobile, cell, or just phone, is a portable telephone that can make and receive calls over a radio frequency link whi ...
s (e.g. Android phones, iPhone) and
web browser A web browser is application software for accessing websites. When a user requests a web page from a particular website, the browser retrieves its files from a web server and then displays the page on the user's screen. Browsers are used o ...
s (e.g. WebGL,
Shockwave In physics, a shock wave (also spelled shockwave), or shock, is a type of propagating disturbance that moves faster than the local speed of sound in the medium. Like an ordinary wave, a shock wave carries energy and can propagate through a med ...
, Flash, Trinigy's WebVision,
Silverlight Microsoft Silverlight is a discontinued application framework designed for writing and running rich web applications, similar to Adobe's runtime, Adobe Flash. A plugin for Silverlight is still available for a very small number of browsers. Whi ...
, Unity Web Player, O3D and pure DHTML). Additionally, more game engines are being built upon higher level languages such as
Java Java (; id, Jawa, ; jv, ꦗꦮ; su, ) is one of the Greater Sunda Islands in Indonesia. It is bordered by the Indian Ocean to the south and the Java Sea to the north. With a population of 151.6 million people, Java is the world's mo ...
and C#/ .NET (e.g. TorqueX, and Visual3D.NET), Python ( Panda3D), or Lua Script (Leadwerks). As most 3D rich games are now mostly GPU-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
Microsoft Microsoft Corporation is an American multinational technology corporation producing computer software, consumer electronics, personal computers, and related services headquartered at the Microsoft Redmond campus located in Redmond, Washi ...
to support indie game development. Microsoft developed XNA 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 don't have the extensive resources necessary to box games for sale on retail shelves. It is becoming easier and cheaper than ever to develop game engines for platforms that support managed frameworks.


Game engines as an industry

Producers of game engines decide how they allow users to utilize their products. Just as gaming is an industry, 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. The Unity engine and the
Unreal Engine Unreal Engine (UE) is a 3D computer graphics game engine developed by Epic Games, first showcased in the 1998 first-person shooter game '' Unreal''. Initially developed for PC first-person shooters, it has since been used in a variety of g ...
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 pay-walls.


Game middleware

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 more efficiently than general purpose middleware. The four most widely used middleware packages that provide subsystems of functionality include RAD Game Tools' Bink, Firelight FMOD, Havok, and Scaleform GFx. RAD Game Tools develops Bink for basic video rendering, along with Miles audio, and Granny 3D 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 Flash UI and high-quality video playback, and an Input Method Editor (IME) add-on for in-game Asian chat support. Other middleware is used for performance optimisation - for example ' Simplygon' helps to optimise and generate level of detail meshes, and '
Umbra The umbra, penumbra and antumbra are three distinct parts of a shadow, created by any light source after impinging on an opaque object. Assuming no diffraction, for a collimated beam (such as a point source) of light, only the umbra is cast. T ...
' adds occlusion culling optimisations to 3d graphics. Some middleware contains full
source code In computing, source code, or simply code, is any collection of code, with or without comments, written using a human-readable programming language, usually as plain text. The source code of a program is specially designed to facilitate the ...
, others just provide an API reference for a compiled binary
library A library is a collection of materials, books or media that are accessible for use and not just for display purposes. A library provides physical (hard copies) or digital access (soft copies) materials, and may be a physical location or a vi ...
. Some middleware programs can be licensed either way, usually for a higher fee for full source code.


See also

* List of game engines * List of first-person shooter engines * List of game middleware * Game physics *
3D computer graphics 3D computer graphics, or “3D graphics,” sometimes called CGI, 3D-CGI or three-dimensional computer graphics are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for th ...
* Virtual studio *
Authoring system An authoring system is a program that has pre-programmed elements for the development of interactive multimedia software titles. Authoring systems can be defined as software that allows its user to create multimedia applications for manipulating m ...


References

{{Authority control Video game development