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by ratww
1428 days ago
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> Game engines are more of an ecosystem Not really. In the case of Unreal/Unity/Godot (and perhaps things like Quake and Source before it), sure. But there is definitely more to engines than this, which is the argument being made. We probably need a better term to differentiate traditional engines from the big ones that come with an integrated editor. But until we do, there are many sizes of engines. > As long as, through an upgrade, your engine keeps the same way of working and you're familiar with it, it is an engine as a whole Again, this is the controversial part. Engines are traditionally not about editors and workflows and whatnot. Sure the term has changed recently and a lot of people now have this impression, but until there's new terms, engines come in different sizes. |
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Lots of big claims about engines traditionally not being about editors, but nothing to back that up. Engines have always referred to the whole package, and to something somewhat reusable. Saying "recently" and mentioning the Quake Engine before makes me question your definition of recent. Thirty years old in an industry that's barely 50 if you count the first popular games like Oregon Trail? Where do you fit Monkey Island, using the SCUMM Engine in 1990 ? You don't see anyone talking about the Celeste Engine, or the A Link to the Past Engine, because they're bespoke, single purpose implementations.
So, no, engines have pretty much always been about reusable tools, that may or may not bake certain gameplay elements in, but are overall just a tool.