There is an important distinction between libraries and frameworks, however. Game engines are a godsend for this reason, sparing you from mind-numbing chores by providing pre-built features like:īasically, if you prefer focusing on the fun parts of game development – the game logic and aesthetics – game engines are your best bet. Thus, it’s always nice when someone else does the legwork for you. You're left with a convoluted script that takes a really long time to write, and it's really just a minor background part that has nothing to do with the actual mechanics of your game. Now imagine adding things like lighting calculation, animation, and all that on top of it. In essence, we have to instruct the computer to interpret the visible parts of the 3D model, morph it into a 2D image, and then color in all those damn pixels on our screen.īack in the day, you'd have to code most of this by hand. How would you make something as complex as a 3D model appear on a screen? Not to get overly technical, but even 3D models are just clusters of tiny squares, each with their own color (pixels, if you will). What you need to know is that game engines aim to remove some of the monotonous drudgery of game development. Each engine's toolkit can vary, so pinning down a definition is not productive. This explanation is pretty vague, but it's like that for a reason. Put simply, a game engine is software with a bunch of tools to help you make games. The true beginning of the game developer’s journey
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