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Game Engine Game engine
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The Might and Magic games have used a variety of game engines, most custom built for the games, though some have used some third party customizations and other middle ware. Here is a list of each game and the engine used: The game engine is the backbone of AdventureQuest. It handles all mathematical procedures involved in hitting a monster. It also processes user login information, saving it to a database. The game engine is programmed using Flash coding called ActionScript. Some people hack the game engine, giving them abilities such as temporary free Guardian status, or almost infinite stats. These hackers are placed in the Cheaters/Abusers/Time Wasters clan. The Sims series utilizes a new, in-house, game engine for each base game, with expansion packs and stuff packs being built on the same engine for that specific game. For example, The Sims 2 introduced a 3D engine with visual and technical advances over its predecessor while its sequel, The Sims 3 brought in a newer version of the engine that incorporated further visual enhancements with a fully fledged texture streaming solution to accommodate the open world. Here we can create a nice page tht describes how Softimage fits in game development pipelines: example generation of assets for unity with softimage + Software A + Software B. We can discuss the implications of each engine, for example the formats for asset transfer. animation specifics like shadow rigs, we can also gather articles for games created with SI. Discuss Custom shaders, Mod tool, Texture baking etc. What game engines are good for machinima? Well it really depends on what you want to do. Some popular game engines are The Sims 2, The Movies, and Halo. The Sims 2 and The Movies are popular because of the modding freedom they have. For most directors when it comes to creating machinima's is the game HUD, or heads up display.With a little video editing this can be easily removed. Important elements are the actors. Does the game have multiplayer? Can you have one console be a camera man and the rest be actors? Can you have more the one player on a console at a time? Here is a list of popular or good game engines to use. Click a link to see the advantages and disadvantages of each game engine. A game engine is a system designed for the creation and development of video games. The leading game engines provide a software framework that developers use to create games for video game consoles and personal computers. The core functionality typically provided by a game engine includes a rendering engine (“renderer”) for 2D or 3D graphics, a physics engine or collision detection (and collision response), sound, scripting, animation, artificial intelligence, networking, streaming, memory management, threading, localization support, and a scene graph. The process of game development is often economized, in large part, by reusing/adapting the same game engine to create different games, or to make it easier to "port" games to multiple platforms. In order to understand what a game engine is, it is necessary to take a moment and understand what games are made of. It ain't sugar and spice. Games are composed of two things: code and data. Code is what makes a game function, and data is what makes it fun. Take Super Mario Bros. as an example. The game code defines the rules of the game. That Mario can jump, run, how fast he runs, that there are monsters, some monsters can be stomped on, etc. The game's data defines what Mario looks like, how he animates, and most importantly the arrangement of terrain and monsters that form levels.
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n3:abstract
A game engine is a system designed for the creation and development of video games. The leading game engines provide a software framework that developers use to create games for video game consoles and personal computers. The core functionality typically provided by a game engine includes a rendering engine (“renderer”) for 2D or 3D graphics, a physics engine or collision detection (and collision response), sound, scripting, animation, artificial intelligence, networking, streaming, memory management, threading, localization support, and a scene graph. The process of game development is often economized, in large part, by reusing/adapting the same game engine to create different games, or to make it easier to "port" games to multiple platforms. Here we can create a nice page tht describes how Softimage fits in game development pipelines: example generation of assets for unity with softimage + Software A + Software B. We can discuss the implications of each engine, for example the formats for asset transfer. animation specifics like shadow rigs, we can also gather articles for games created with SI. Discuss Custom shaders, Mod tool, Texture baking etc. The game engine is the backbone of AdventureQuest. It handles all mathematical procedures involved in hitting a monster. It also processes user login information, saving it to a database. The game engine is programmed using Flash coding called ActionScript. Some people hack the game engine, giving them abilities such as temporary free Guardian status, or almost infinite stats. These hackers are placed in the Cheaters/Abusers/Time Wasters clan. The Might and Magic games have used a variety of game engines, most custom built for the games, though some have used some third party customizations and other middle ware. Here is a list of each game and the engine used: * Might and Magic I - uses a custom game engine, originally written on the Apple II, but was ported to a variety of other systems, using a ported version of the original code. The NES version is essentially a massive enhanced version of the original game engine, particularly in the graphics department. Might and Magic II - uses an upgraded version of the first game engine, but essentially is the same codebase. * Might and Magic III - Uses a radically improved game engine, notable for taking advantage of VGA graphics, sound cards, and mouse support. The engine also supports animated cut scenes for the first time. * Might and Magic IV and Might and Magic V use a modified version of the codebase of the third game, with the interesting ability to merge the game data of the fourth and fifth game into one game that is both combined with access to features not accessible when each game was installed seperately. * Might and Magic VI, Might and Magic VII, and Might and Magic VIII all use the same engine. MM6 introduced support for 2.5D (psuedo-3D) art and rendering and full motion video (FMV) into the series. Might and Magic VII and VIII would reuse the same engine with little or no major tweaks or improvements. * Might and Magic IX uses a custom engine specifically designed for that game alone, which, although supporting nicer graphics and better 3D rendering capability than the MMVI engine, was considered poorly optimized and developed by it own creators, who were forced to speed up and release the game itself before the engine could be properly refined. * HOMM1 and HOMM2 use the same engine and codebase, with the latter game merely using a moderately tweaked version of the original codebase. * Dark Messiah of Might and Magic uses the the Source engine. What game engines are good for machinima? Well it really depends on what you want to do. Some popular game engines are The Sims 2, The Movies, and Halo. The Sims 2 and The Movies are popular because of the modding freedom they have. For most directors when it comes to creating machinima's is the game HUD, or heads up display.With a little video editing this can be easily removed. Important elements are the actors. Does the game have multiplayer? Can you have one console be a camera man and the rest be actors? Can you have more the one player on a console at a time? Here is a list of popular or good game engines to use. Click a link to see the advantages and disadvantages of each game engine. * Quake * Halo/Halo 2 * Halo 3 * Rome: Total War * The Sims 2 or Second Life * Unreal Tournament * Company of Heroes * Anachronox * World of Warcraft * Half-Life Series * Counter-Stike * F.E.A.R. * The Movies, ZenCub3d or Moviestorm * Neverwinter Nights * Mercenaries:Playground of Destruction * Super Smash Bros Brawl * Dragon Age (Using the Dragon Age Toolset to create cinematics) * Grand Theft Auto: San Andreas/IV * Little Big Planet * Super Mario 64 (via emulator) . In order to understand what a game engine is, it is necessary to take a moment and understand what games are made of. It ain't sugar and spice. Games are composed of two things: code and data. Code is what makes a game function, and data is what makes it fun. Take Super Mario Bros. as an example. The game code defines the rules of the game. That Mario can jump, run, how fast he runs, that there are monsters, some monsters can be stomped on, etc. The game's data defines what Mario looks like, how he animates, and most importantly the arrangement of terrain and monsters that form levels. ROM hacking Super Mario Bros. can lead to many Mario-like games. You can replace Mario's sprite, what fireballs look like, and give it a total makeover. But unless you change the code itself, the game will have certain Mario-isms: * Fireballs (or whatever you draw in their place) will always go down and forward, bouncing along the ground. * Falling off the bottom of the screen will always result in death. * Collecting 100 "coins" will always result in an extra life. * And so on. The game will always be to some degree Super Mario Bros. A game engine is game code that is designed to be data-driven. Unlike the above example, a proper game engine would allow the behavior of in-world entities to be defined in almost every way through data. Virtually all games have some data component, but only relatively recently has this component become flexible enough that two games built from the same engine can be very different from one another. That is, data defines both the function and the fun, while the code is just there to make the data do its job. One of the first cases of a true game engine was Quake. It was a first-person shooter, but the game engine was much more flexible. It did not even make the assumption that the game was first-person; a user of the engine could pull the camera away to a third-person perspective. And the main character would be rendered there in third person with all of the controls intact and functional. With some work, Quake could have run a game like Super Mario 64, all without directly changing the code of the engine. Please note that this is a simplification of a complex topic. Many game engines don't quite fit this definition, as the method of customizing an engine often involves writing code in addition to data. Half-Life 2's game engine, the Source engine, is modified by loading DLLs, which are compiled C/C++ code. Even Quake mods, written in so-called QuakeC, were compiled directly into virtual machine assembly code. Scripting throws a wrench into this as well, as scripts are code that is loaded like data. In that case, a game engine is basically just a library or module that handles 80% of the grunt-work in making a game: collision detection, that things can move, rendering things, etc. It is then up to the user to add the 20% that makes the game unique, whether through data and code or purely data. Also making this more complex are people who sell licenses to engines that involve handing over source code, which is pretty much any commercially available engine. No game developer worth his salt is going to build his game based on your assurance that your engine is bug-free. This allows developers using the engine to actually change the engine code itself, not just layering new code on top of the engine. And developers frequently avail themselves of this opportunity. So a game that claims that they are using the X engine probably made some changes to X. The general rule of thumb is this: You know it's an engine if you don't have to actually change the engine's core code to make a game that is substantially different game from other games made with this engine. As a bonus, games that are significantly "enginified" are also very easily modded, and games using the same engine are easy to port if other games using the same engine have already been ported. Engines can be internal, restricted to a particular development company, or external, which can be licensed for use by others. In-house "engines" are really just common codebases that multiple development teams in a company share. It is impossible to know whether these truly fit the definition of "game engine" because the different teams modify the source code for their own needs. Unless an engine is external, it is difficult to know what you can do with it without modifying the source code. This may sound like a Game Maker, but there is a difference. A Game Maker is limited to a specific style within a genre. This limitation is what allows them to be easier to use. Game Engines cover a wide range of possible game types. Super Mario World level editing is effectively a Mario-style Game Maker. You can never make anything other than that kind of game. The line between the two, of course, is somewhat fuzzy. And when you touch that fuzzy, it can get dizzying. The Sims series utilizes a new, in-house, game engine for each base game, with expansion packs and stuff packs being built on the same engine for that specific game. For example, The Sims 2 introduced a 3D engine with visual and technical advances over its predecessor while its sequel, The Sims 3 brought in a newer version of the engine that incorporated further visual enhancements with a fully fledged texture streaming solution to accommodate the open world. Spin-off titles utilize a modified version of the newest available engine. An example of this is how The Sims Stories uses a modified version of the engine from The Sims 2 by decreasing the system requirements in order to make the game "laptop friendly". The Sims Medieval utilizes a modified version of the game engine from The Sims 3 with rendering enhancements. Console titles used different engines, until The Sims 3 for console due to hardware differences. The Sims for console used a 3D rendering engine unlike its PC counterpart but limited gameplay to one floor per lot and implemented the object limiter. The Sims: Bustin' Out used an engine which featured visual enhancements on the original console engine as well as rendered load screens. The Urbz: Sims in the City up to The Sims 2: Castaway utilized a 3D engine which was incrementally updated with each game, The Sims 2 for console adding a "direct control" system allowing for third-person control over Sims as opposed to the traditional "point and click" system. The Sims 3 for console uses a "watered-down" version of the PC version's engine with the object limiter applied and the texture streaming solution omitted due to the console's RAM limitations but allows for multiple floors to be constructed and used on a lot.
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