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How do these 3 games have the same engine, i don’t know anything about engines and would like how they work/ i can’t imagine that 3 completely different games are built with the “same” foundation. I just don’t get the concept/rules to it
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Engines are sort of just a lot of the base code. Physics, graphics, etc. Then you add and modify from there.
How the hell can I watch cocomelon and gay furry porn in the same browser
Nobody tell him about Unity.
I don’t even know how planes fly
A game engine is the framework that you use to build a game in. Some are very specific in what they can do but others can be very versatile.
I’m no expert but I think a good analogy would be comparing a game engine to a shed equipped with all these different tools. What people decide to build within that shed and which tools they use will change what the final product looks like.
A game engine is basically just cake. Flour, eggs, sugar and milk.
From there you can all kinds of shit to make it exciting and fancy
Its kinda like “1984” and “Harry Potter” are built with the same “foundation” of letters 🙂
Game engine is just a bunch of tools that you can use to create smth
Fortnite is made on the same engine as all the latest StarWars games. The engine is mostly for physics and game interaction first, graphics are kind of secondary. You can do a lot with the graphics
An engine is just a software, you can imagine it like photoshop, where the user has lots of tools but your skills and creativity produces different outcomes.
Game engine is like paint set. It’s up to the devs to make any kind of “artwork” they want the set can handle.
It’s akin to how every building has a foundation of cement, brick, plaster, wood, steel etc. Stadiums, airports, skyscrapers, restaurants, houses, concert halls, etc all are made of those same basic things.
A game engine is merely a set of tools and features that define key components of a game, such as physics. It’s up to developers to use those tools in order to develop what they envision.
An engine really doesn’t provide as much as you may think. It’s mostly the basic things that are the same with pretty. Ich every game.
after seeing how the devs for the Frostbite engine had trouble remaking the engine to work for Anthem, im really in awe with RE engine for being quite the flexible mf to be able to handle multiple genres of games without breaking.
Because if you have steel you can make a car or a skyscraper or a set of cutlery
not sure but adding on to it
Team Fortress 2 and Titanfall 2 are both on the source engine
Amazing what you can do with a good engine and competent devs.
Sadly a lot of western devs use trash engines that they no longer understand because they fired everyone who used to make good games on it and now just have a lot of part timers and diversity hires.
Quick lesson:
* Engines are just codebases or programs that handle everything under the hood of a game: memory allocation, how physics works, graphics/sound, animation, etc. You can build anything out of them because they are a technical starting point just like a real combustion engine.
* Some engines (like unreal) come with gigantic libraries of functions/features/tools that can be quickly attached to anything. No need to make your own double jump or sprint, it’s in the engine. Camera zooms/pans, sound mixing tricks — you wouldn’t believe how massive some of the libraries can be.
* There are all kinds of engines: graphic engines, physics engines, sound engines, etc. Unity/Unreal contain all of this stuff but developers can just as easily combine multiple engines in one game, or replace entire sections of an engines codebase.
* Alot of game companies (like Capcom) build their own engines. The advantage to doing this is that every time they make a game in the engine, they can keep everything and use it for other games in the future. The more games you make in the same engine, the easier it gets. Resident Evil is living proof of this.
If you ever need to understand anything about game deisgn, it’s the word ‘modular’. A major key to successful game design is creating everything to be plugged / unplugged without breaking anything else in the codebase. The reason such different games can come from the same engine is because engines (and video games) are modular.
Well dmc started as a re spin off so it makes sense
Look at games made using unity and unreal engine, there are a lot of games from many different genres. If you think about it (and oversimplify it) street fighter is just DMC 5 but with a fixed camera and limited movement options, and if you fix the camera to the players face it becomes resident evil. So what I am trying to say is that games are really similar, most of the time the only changes are some parameters like movement speed and attack range.
It just says that an engine is great. The only engine that I remember doing poorly is the Bethesda one, since it’s so old.
Hollow Knight and Escape from Tarkov are both made on Unity engine.
others have covered it but ill give mine:
yes, broadly game engines are a collections of libraries and platform-agnostic implementations of various systems (graphics rendering, animations, editing workflows, physics, etc, this list goes on and it it HUGE).
but i want to add, however, not all engines are made equal. all engines have cruft or core design decisions that hurt their overall flexibility. an engine isn’t intrinsically able to flex into any type of game, they’re often postured towards a domain.
game maker, for example, is very very suited for 2d games. you “can” do 3d stuff in it, but it’s not nearly as robust and purpose built for it as other engines (unity, unreal)
rpg maker is purpose built for top down 2d rpgs with turn based combat systems. but you can break out of that cage with a bit of effort and twist and turn it into broader types of games (say, a top down zelda action rpg). but you’re going off the reservation a bit and will be rolling your own framework from scratch on top of theirs.
Unity tries very hard to be platform agnostic and also game-type agnostic. as a result there is actually a surprising learning curve to using Unity “well”. you need strong software architecture chops to node code yourself into a corner and remake your entire game from scratch every 3 months. Unity has worked hard to keep a lot of it’s little systems and offerings compartmentalized, and also the engine + editor itself are easy to bolt additional workflows and tools into (making little tools for yourself or teammates like less technical level designers). Unity suffers from a lot of internal organizational strife, a lot of systems (like the new input system…) have been huge bungles and shipped with lots of weird fiddly bugs they never really seem to address.
Unreal Engine was originally purpose built for 3D FPS or third person games. Until around Unreal Engine 4.16 I think, there was still lots of internal structure that assumed you were building a team based multiplayer game with 2 teams. This kind of stuff didn’t create huge problems but could create little maintenance headaches or slow adoption (lots of weird dead ends that are “yeah it just is that way” stuff). It’s out of the box offerings for things like character controllers (a thing your code uses as an agent to navigate the world while respecting physics and movement rules) are incredibly robust and mature. All that said, until pretty recently (late UE4 and now UE5), Unreal could be a little clumsy if you weren’t making a 3d action game of some kind.
Returning to an original point: there are core technical decisions that make some things difficult in one engine and easy in another. One example is that Unity makes layering “cameras” very trivial. You can “stack” cameras on top of eachother to do things like have a perspective-accurate HUD or view model, or maybe you want to show the inside of a mech as a sort of HUD etc. This just isn’t really do-able in Unreal without digging DEEP into their C++ code or using a render target (potentially expensive and a little maintenance heavy). The solution often suggested if you want an fps view model that doesn’t collide with walls (ie: doesn’t clip through the wall even if it’s unrealistic) is to just attach the view model to the fps camera origin and scale it down to like 5% of the size it should be in the world so the arms rest well within the character’s capsule collider, lol.
Street Figher 5 was made in UE4 and they clearly struggled with the engine’s limitations when it came to art direction.
Because RE engine isn’t public, we can’t really say exactly what it’s super good at or bad at. But because it’s in-house, and they probably have a bunch of specialists internally who are aware of what projects are coming up, they can tweak and shift it quickly as they have a ton of domain experts locked and loaded to make substnatial changes.
My experienced guess here is that RE engine is very well structured for compositional approaches ala Unity. SF6 does some very impressive things with how World Tour mode works: switching between 3rd person roaming and sides crolling combat is seamless and fun, and also works somewhat with online with Avatar Battles in the BattleHub. They are able to structure a lot of “game modes” inside of the running game and transition between them & those mode-driven rules very cleanly. You can definitely do this in other engines (UE, Unity), but it’d take some elbow grease to do it as cleanly as the SF6 team has done.
If you’re doing a huge game in Unreal Engine and realize your team needs help doing something tricky the engine is bad at, you’ll have to contract with Epic (or another consultancy who claims to specialize) to hopefully get some specialist to help you with your situation, and you might not get to pick who you get, things can get sticky in these relationships.
edit: i think some other posts are sort of over-emphasizing the idea that engines are always flexible and just “a bag of various pieces you can put together to make your game”. i just want to really emphasize that often engines are “biased” towards a type of game and the pieces can’t just snap together for any ol’ idea you have. The amount of “i guess i gotta roll this myself” you need to do for various ideas depends a ton on what works for you out-of-the-box from the engine, and sometimes its hilarious what’s easy or hard in one engine vs another. Unity’s stock character controller sucks majorly for production games, for example. Rolling your own is non-trivial. there are ones you can pay for but they have their own drawbacks often.
XCOM uses the same engine as call of duty 🤯
Gamers and not understanding what a video game engine is name a more iconic duo
Most of games today either UE4 or Unity. Engine is just a base. Games can look vastly difference.
An engine is a tool. It provides a lot of the heavy lifting for things like graphics, physics, lighting, ui tools, etc. Basically things that are going to exist in just about any modern game that you don’t necessarily need to spend resources developing on your own.
Things like models, textures, animation, game mechanics/logic, etc. are handled by developers.
Imagine the engine as block of paper with a pencil case. You can draw everything you imagine, cut things out, fold stuff, mess around withe the glue. The results will always be something out of paper, but still very different from each other.
Monster hunter rise is on ethe same boat as these. It’s fantastic. The Re engine is incredible
ChatGPT:
>Game engines are the foundations and toolkits for building games. They handle the basics like graphics, physics, and sound, but developers can customize a lot to create unique experiences. Think of it like a theater stage: the stage itself (the game engine) stays the same, but the plays (games) can be wildly different depending on the script, actors, and set design. So, even though games use the same engine, things like assets, gameplay mechanics, and programming can vary greatly, making each game distinct in its own right. This is why games built on the same engine can look and feel completely different.
Also how tf is it that DMC5 and RE8 run better than street fighter 6
Take a look at that : https://www.youtube.com/watch?v=FKpDFIWK1DI .
You’ll see games that you would have never thought they where the same engine
An Engine is mostly a set of tools to create your games, it doesn’t detemine beyond technical specs what your game looks like or how it’s played. It’s all up to developers.
Swap some textures and alter a couple lighting parameters and you’ve got yourself a COMPLETELY different looking game in the exact same engine.
Engine is the lightbright, game dev places the pegs.
I mean there’s a lot of game are using Fortnite engine and many of those didn’t look like Fortnite one bit
Capcoms game engines have been nothing short of magic for like the past 15 years so I wouldn’t sweat it.