Game Engine Fundamentals
A game engine is software that provides the runtime and tools for building interactive games. It organizes scenes, assets, input, rendering, physics, audio, and builds so you can concentrate on the rules and experience of your game.
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Intro
Game Engine Fundamentals
A game engine is a reusable runtime and toolchain for interactive software. Your game supplies content and rules. The engine supplies the systems that turn input, time, assets, and code into an experience on a target device.
An engine is not the game. It is the shared machinery underneath many games. That distinction helps you decide what belongs in data, what belongs in gameplay code, and what the engine should own.
The mental model
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Sources
- https://docs.godotengine.org/en/stable/getting_started/introduction/introduction_to_godot.html
Supports
- General-purpose 2D and 3D engine scope, editor tools, programming options, and target platforms
- https://docs.godotengine.org/en/stable/getting_started/step_by_step/nodes_and_scenes.html
Supports
- Nodes, scenes, trees, reusable scene instances, and main scenes
- https://docs.godotengine.org/en/stable/tutorials/physics/physics_introduction.html
Supports
- Collision detection and response, physics bodies, collision shapes, fixed-rate physics processing, layers, and masks
- https://docs.godotengine.org/en/stable/tutorials/inputs/inputevent.html
Supports
- Input events and named InputMap actions with multiple bindings
- https://docs.godotengine.org/en/stable/tutorials/export/exporting_projects.html
Supports
- Export presets and platform-specific project builds
- https://docs.unity3d.com/Manual/index.html
Supports
- Unity official manual as a comparative engine reference
- https://dev.epicgames.com/documentation/en-us/unreal-engine/actors-in-unreal-engine
Supports
- Actors, Components, transforms, and placeable world objects
- https://github.com/ChessMax/awesome-game-engines
Supports
- Armory3D, HaxeFlixel, Heaps.io, libGDX, and LÖVE ecosystem discovery
