Game engines are used
to bring games to life via functions such as physics, rendering,
collision and sound as well as animation. Other game engines require
a little extra, for example an MMO-RPG would require networking.
Here are some examples
of game engines and games they've been employed in the making of:
CryEngine -
Crysis, Far Cry, Aion
Crystal Tools -
Final Fantasy XIII
Gamebryo - The
Elder Scrolls IV: Oblivion, Fallout 3
Source -
Half-life 2, Team Fortress 2, Portal 1 and 2, Left 4 Dead etc
Unreal - Mass
Effect, Gears of War, Borderland
Types
of Engines
According to Jeff Ward,
a co-founder and lead programmer at Orbus Gameworks, there are three
types of game engine, from lowest to highest level he describes them
as: Roll-your-own,
Mostly-ready and Point-and-click.
Roll-your-own:
These are when companies make their own engine from the ground up
however they can still use publicly available applications help by
obtaining middleware
(explained later) for such functions such as physics and sound.
Havok, for example.
The
good thing with this is that you can pick and choose what you want
for your engine, so the programmer has a lot of control and
flexibility. However, because outsourced libraries may not work
together it is required to build the engine up from scratch meaning
these often take the largest amount of time and are less attractive
to a lot of game developers.
Mostly-ready
game engines:
Already pre-packed with most of the goodies
you'd expect in an engine like renderers, GUI, physics etc and even
tools so there's very little programming required (if any at all).
However these are a tad more restrictive than Roll-your-own
engines due to being optimized for general application. That said,
these engines have been made professionally and long hours have been
spent fine-tuning them.
Examples
of Mostly-ready
engines:
OGRE, Unreal and id Tech.
Point-and-click
engines:
Designed to be as user friendly as possible these engines come
equipped with a full array of tools and require very little coding.
Unfortunately, they are severely limiting, allowing for only a couple
genres or one or two graphics modes. To their credit they allow you
to work quick and play quick so it's not all bad.
Unity3D,
Torque and GameMaker are three examples of this style of engine.
Middleware
For many years game
developers created their own engines and updated them when necessary,
keeping them in house. However, the cost of creating your own engine
has increased considerably and so companies have opted to make only
specific parts of an engine, like physics for example, and then
outsource the rest. These smaller packages are called middleware.
These engines often do a particular job more convincingly than
general purpose engines like Unreal.
For
example: Speedtree was used in The Elder Scrolls IV: Oblivion for
more realistic trees and vegetation whereas Havok provides a
concentrated phsyics simulation system accompanied with a plethora of
animation and behaviour solutions. Assassins Creed, Bioshock, Elder
Scrolls and Fear are but a few of the big titles Havok has been used
on.
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