The All-New SIO2 Game Engine

By John Legend


Recently I've noticed a lot of people getting confused in regards to the word 'Game Engine' and using it interchangeably along with other things. I have seen people use the term for things like OpenGL, Pygame, etc, which usually come under the category of libraries or API rather than engines like the SIO2 Engine. What exactly precisely is a game engine?

Let's discuss about it with levels, the exact same way we talk about levels in programming languages. On the lowest level you would have libraries like OpenGL, Allegro, Pygame, and so forth. They will help you out by offering functions for various things. Nonetheless, you'd still be developing your game on your own. You will need to code out the entire gameplay.

On a greater level actually comes the game engine. This engine has everything a game encoding library does, however it has a lot more. It has active features for doing entire processes. For example, it'll have some quantity of gameplay already coded for you. It can also have functions for flow control (managing flow between several scenes), menus, and so forth. The Cocos2d Engine and SIO2 Engine, for instance, are game engines. Usually, a game engine can be categorized into different groups like physics engine, graphics engine, network engine which provide high level support for various things. Then there's the general term 'Game Engine' that either offers support in all these categories or just the basic gameplay.

Engine development: Creating the core engine. Generally game engine programmers have to handle a lot of low-level code and need to be professionals in optimisation methods. They generally create the things that game developers use. This is practically always done using C or C . Building the actual game using a game engine. This may be completed employing a scripting language, which is used as an interface between the engine and the game.

Examples of commercial game engines are: id Tech 1 Engine, SIO2 Engine, Quake Engine, and so forth. iD Software, which is responsible for well-liked Fps like Quake and Doom, is generally accountable for both its engine development and game development. Other game businesses usually either just develop an engine, or buy rights for an engine to make use of it in the game. As an example, Half Life uses the Quake engine.

Doom and Quake are cost-free for non commercial usage. Typically in the event you would like to create a video game for commercial use, you have to pay lots of money to make use of the engine. id Software requires a payment of $10,000 to make use of the engine for commercial video game development.




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