Stick War Legacy Some engines make a Doodle Army 2 Mini Militia Stick War Legacy reasonably clear stick war legacy 2 distinction, while others make almost no attempt to separate the two.
In one game, the rendering code Doodle Army 2 Mini Militia might Stick War Legacy “know” specifi-cally how to draw an orc. In another game, the rendering Stick War Legacy engine might provide Robbery Bob 2 stick war legacy 2 general-purpose material and shading facilities Stick War Legacy, and “orc-ness” might be defined entirely in data.
No studio makes a stick war legacy 2 perfectly clear separation between the game Stick War Legacy and the engine, which is understandable considering that the definitions of these two components often shift as the game’s Doodle Army 2 Mini Militia design solidifies stick war legacy 2 .
Arguably a data-driven architecture Stick War Legacy is what differentiates a game engine from a Stick War Legacy piece of software that is a game but not an engine. When a game contains hard-coded logic or game rules, Stick War Legacy or employs
Robbery Bob 2 special-case code to render Doodle Army 2 Mini Militia specific types of game objects Stick War Legacy, it becomes difficult or impossible to reuse that software to make a different game.
We should probably reserve the term Stick War Legacy “game engine” for software that is extensible and can be used as the foundation for many different games without major modification Stick War Legacy.
Clearly this is not a black-and-white Stick War Legacy distinction. We can think of a gamut of reusability onto which Doodle Army 2 Mini Militia every engine falls. One would think that a Robbery Bob 2 game engine could be something akin to Apple Stick War Legacy QuickTime or Microsoft Windows Media Player-a general-purpose piece of software capable of playing virtually any game content imaginable. Stick War Legacy However,
this ideal has not yet been achieved (and may never be). Most game engines are carefully crafted and fine-tuned to run a particular game on a Stick War Legacy particular hardware platform. And even the most general-purpose multiplatform engines are really only suitable for building games
in one Stick War Legacy particular genre, Robbery Bob 2 such as first-person shooters or racing games Stick War Legacy. It’s safe to say that the more general-purpose Stick War Legacy a game engine or middleware component is, the less optimal it is for running a particular game on a particular platform Stick War Legacy.
This phenomenon occurs because designing any efficient piece of software invariably entails making Stick War Legacy trade-offs, and those trade-offs are based on assumptions about how Robbery Bob 2 the software will be used and/or about the target hardware on which it will run. Doodle Army 2 Mini Militia For example, a rendering engine that was designed to handle intimate indoor environments probably Stick War Legacy won’t be very good at rendering vast outdoor environments. The indoor engine might use a binary space partitioning (BSP) tree or portal system to ensure that no geometry is drawn that is being occluded by walls or objects that are closer to the camera. The outdoor engine, on the other hand, might use a less-exact Stick War Legacy occlusion mechanism, or none at all, but it probably makes aggressive use of level-of-detail (LOD) techniques to ensure that distant objects are rendered with a minimum number of triangles, while using high-resolution triangle meshes for Robbery Bob 2 geome-try that is close to the camera Stick War Legacy.
The advent of ever-faster computer hardware and specialized graphics cards, along with ever-more-efficient rendering Stick War Legacy algorithms and data structures, is beginning to soften the differences Robbery Bob 2 between the graphics engines of different genres. It is now possible to use a first-person shooter Stick War Legacy engine to build a real-time strategy game,