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</style><table class="sidebar sidebar-collapse nomobile nowraplinks hlist"><tbody><tr><td class="sidebar-top-image"><span typeof="mw:File"></span></td></tr><tr><td class="sidebar-pretitle-with-top-image">Part of a series on the</td></tr><tr><th class="sidebar-title-with-pretitle"><a href="Video_game_industry" title="Video game industry">Video game industry</a></th></tr><tr><td class="sidebar-content">
<div class="sidebar-list mw-collapsible mw-collapsed"><div class="sidebar-list-title" style="color: var(--color-base)"><a href="Video_game_development" title="Video game development">Development</a></div><div class="sidebar-list-content mw-collapsible-content">
<ul><li><a href="Video_game_producer" title="Video game producer">Producer</a></li>
<li><a href="Video_game_developer" title="Video game developer">Developer</a><br>
<ul><li><a href="Video_game_design#Game_designer" title="Video game design">Designer</a></li>
<li><a href="Game_art_design#Video_game_artist" title="Game art design">Artist</a></li>
<li><a href="Video_game_programmer" title="Video game programmer">Programmer</a></li></ul></li></ul>
<hr style="height:0px">
<ul><li><a href="Video_game_design" title="Video game design">Design</a>
<ul><li><a href="Level_(video_games)#Level_design" title="Level (video games)">Level design</a></li></ul></li>
<li><a href="Video_game_programming" title="Video game programming">Programming</a>
<ul>
<li><a href="Artificial_intelligence_in_video_games" title="Artificial intelligence in video games">AI</a></li>
<li><a href="Game_creation_system" title="Game creation system">Creation system</a></li></ul></li>
<li><a href="Video_game_graphics" title="Video game graphics">Graphics</a></li>
<li><a href="Video_game_music" title="Video game music">Music</a></li>
<li><a href="Game_testing" title="Game testing">Testing</a></li></ul></div></div></td>
</tr><tr><td class="sidebar-content">
<div class="sidebar-list mw-collapsible mw-collapsed"><div class="sidebar-list-title" style="color: var(--color-base)">Products</div><div class="sidebar-list-content mw-collapsible-content">
<ul><li><a href="Video_game" title="Video game">Video game</a>
<ul><li><i>Specialized / alternative-paradigmatic types</i>: <a href="Casual_game" title="Casual game">Casual</a></li>
<li><a href="Sex_and_nudity_in_video_games" class="mw-redirect" title="Sex and nudity in video games">Erotic</a></li>
<li><a href="Indie_game" title="Indie game">Indie</a></li>
<li><a href="Interactive_movie" class="mw-redirect" title="Interactive movie">Interactive movie</a></li>
<li><a href="Nonviolent_video_game" title="Nonviolent video game">Nonviolent</a></li>
<li><a href="Serious_game" title="Serious game">Serious</a>
<ul><li><a href="Art_game" title="Art game">Art game</a></li>
<li><a href="Educational_video_game" title="Educational video game">Edugame</a></li>
<li><a href="Exergaming" class="mw-redirect" title="Exergaming">Exergame</a></li></ul></li>
<li><a href="Non-game" title="Non-game">Non-game</a></li></ul></li></ul>
<hr style="height:0px">
<ul><li><a href="Arcade_video_game" title="Arcade video game">Arcade cabinet</a></li>
<li><a href="Video_game_console" title="Video game console">Console</a>
<ul><li><a href="Video_game_accessory" title="Video game accessory">Accessory</a></li></ul></li></ul></div></div></td>
</tr><tr><td class="sidebar-content">
<div class="sidebar-list mw-collapsible mw-collapsed"><div class="sidebar-list-title" style="color: var(--color-base)"><a href="Video_game_publishing" class="mw-redirect" title="Video game publishing">Publishing</a></div><div class="sidebar-list-content mw-collapsible-content">
<ul><li><a href="List_of_video_games_markets_by_country" class="mw-redirect" title="List of video games markets by country">Markets</a>
<ul><li><a href="Video_games_in_China" title="Video games in China">China</a></li>
<li><a href="Video_games_in_the_United_States" title="Video games in the United States">U.S.</a></li>
<li><a href="Video_games_in_Japan" title="Video games in Japan">Japan</a></li>
<li><a href="Video_games_in_North_Korea" title="Video games in North Korea">North Korea</a></li>
<li><a href="Video_games_in_South_Korea" title="Video games in South Korea">South Korea</a></li></ul></li></ul>
<hr style="height:0px">
<ul><li><a href="Video_game_localization" title="Video game localization">Localization</a></li>
<li><a href="Video_game_censorship" title="Video game censorship">Censorship</a>
<ul><li><a href="Video_game_content_rating_system" title="Video game content rating system">Content rating</a></li></ul></li></ul>
<hr style="height:0px">
<ul><li><a href="Video_game_piracy" title="Video game piracy">Piracy</a></li>
<li><a href="Video_game_clone" title="Video game clone">Clone</a></li>
<li><a href="Intellectual_property_protection_of_video_games" title="Intellectual property protection of video games">Intellectual property protection</a>
<ul><li><a href="Digital_rights_management" title="Digital rights management">Digital rights management</a></li>
<li><a href="Copy_protection" title="Copy protection">Copy protection</a></li></ul></li></ul>
<hr style="height:0px"></div></div></td>
</tr><tr><td class="sidebar-content">
<div class="sidebar-list mw-collapsible mw-collapsed"><div class="sidebar-list-title" style="color: var(--color-base)"><a href="Digital_distribution_of_video_games" title="Digital distribution of video games">Distribution</a> and <a href="Video_game_monetization" title="Video game monetization">monetization</a></div><div class="sidebar-list-content mw-collapsible-content">
<ul><li><a href="Buy-to-play" title="Buy-to-play">Buy-to-play</a>
<ul><li><a href="AAA_(video_game_industry)" title="AAA (video game industry)">AAA game</a></li>
<li><a href="Expansion_pack" title="Expansion pack">Expansion pack</a></li>
<li><a href="Episodic_video_game" title="Episodic video game">Episodic video game</a></li></ul></li>
<li><a href="Early_access" title="Early access">Early access</a></li>
<li><a href="Crowdfunding_in_video_games" title="Crowdfunding in video games">Crowdfunding</a></li>
<li><a href="Downloadable_content" title="Downloadable content">Downloadable content</a></li></ul>
<hr style="height:0px">
<ul><li><a href="Live_service_game" title="Live service game">Live service game</a>
<ul><li><a href="Cloud_gaming" title="Cloud gaming">Cloud gaming</a></li></ul></li></ul>
<hr style="height:0px">
<ul><li><a href="Free-to-play" title="Free-to-play">Free-to-play</a></li>
<li><a href="Microtransactions" class="mw-redirect" title="Microtransactions">Microtransactions</a>
<ul><li><a href="In-game_currency" class="mw-redirect" title="In-game currency">In-game currency</a></li></ul></li>
<li><a href="Loot_box" title="Loot box">Loot box</a>
<ul><li><a href="Gacha_game" title="Gacha game">gacha</a></li></ul></li>
<li><a href="Season_pass_(video_games)" title="Season pass (video games)">Season pass</a>
<ul><li><a href="Battle_pass" title="Battle pass">Battle pass</a></li></ul></li></ul>
<hr style="height:0px">
<ul><li><a href="Advertising_in_video_games" title="Advertising in video games">Advertising in video games</a><br>
<ul><li><a href="In-game_advertising" title="In-game advertising">in-game</a></li>
<li><a href="Advergame" title="Advergame">Advergame</a></li></ul></li></ul></div></div></td>
</tr><tr><td class="sidebar-content">
<div class="sidebar-list mw-collapsible mw-collapsed"><div class="sidebar-list-title" style="color: var(--color-base)">Related</div><div class="sidebar-list-content mw-collapsible-content">
<ul><li><a href="Game_studies" title="Game studies">Game studies</a></li>
<li><a href="Video_game_journalism" title="Video game journalism">Game journalism</a></li></ul></div></div></td>
</tr><tr><td class="sidebar-content">
<div class="sidebar-list mw-collapsible mw-collapsed"><div class="sidebar-list-title" style="color: var(--color-base)">Lists</div><div class="sidebar-list-content mw-collapsible-content">
<ul><li><a href="List_of_video_game_developers" title="List of video game developers">List of video game developers</a>
<ul><li><a href="List_of_indie_game_developers" title="List of indie game developers">Indie</a></li></ul></li>
<li><a href="List_of_video_game_publishers" title="List of video game publishers">List of video game publishers</a></li>
<li><a href="List_of_video_game_industry_people" title="List of video game industry people">List of video game industry people</a></li>
<li><a href="List_of_video_game_websites" title="List of video game websites">List of video game websites</a></li>
<li><a href="List_of_video_game_magazines" title="List of video game magazines">List of video game magazines</a></li></ul></div></div></td>
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<p>A <b>game engine</b> is a <a href="Software_framework" title="Software framework">software framework</a> primarily designed for the development of <a href="Video_game" title="Video game">video games</a> which generally includes relevant <a href="Library_(computing)" title="Library (computing)">libraries</a> and support programs such as a <a href="Level_editor" title="Level editor">level editor</a>.<sup id="cite_ref-1" class="reference"><a href="#cite_note-1"><span class="cite-bracket">[</span>1<span class="cite-bracket">]</span></a></sup> The "engine" terminology is akin to the term "<a href="Software_engine" title="Software engine">software engine</a>" used more widely in the <a href="Software_industry" title="Software industry">software industry</a>.
</p><p>The term <i>game engine</i> can also refer to the development software supporting this framework, typically a suite of tools and features for developing games.<sup id="cite_ref-2" class="reference"><a href="#cite_note-2"><span class="cite-bracket">[</span>2<span class="cite-bracket">]</span></a></sup><sup id="cite_ref-3" class="reference"><a href="#cite_note-3"><span class="cite-bracket">[</span>3<span class="cite-bracket">]</span></a></sup>
</p><p><a href="Video_game_developer" title="Video game developer">Developers</a> can use game engines to construct games for <a href="Desktop_computer" title="Desktop computer">desktops</a>, <a href="Mobile_device" title="Mobile device">mobile devices</a>, <a href="Video_game_console" title="Video game console">video game consoles</a>, and other types of <a href="Computer" title="Computer">computers</a>. The core functionality typically provided by a game engine may include a <a href="Rendering_(computer_graphics)" title="Rendering (computer graphics)">rendering</a> engine ("renderer") for <a href="2D_computer_graphics" title="2D computer graphics">2D</a> or <a href="3D_computer_graphics" title="3D computer graphics">3D</a> <a href="Computer_graphics" title="Computer graphics">graphics</a>, a <a href="Physics_engine" title="Physics engine">physics engine</a> or <a href="Collision_detection" title="Collision detection">collision detection</a> (and collision response), <a href="Sound" title="Sound">sound</a>, <a href="Scripting_language" title="Scripting language">scripting</a>, <a href="Computer_animation" title="Computer animation">animation</a>, <a href="Game_AI" class="mw-redirect" title="Game AI">artificial intelligence</a>, <a href="Computer_networking" class="mw-redirect" title="Computer networking">networking</a>, streaming, <a href="Memory_management" title="Memory management">memory management</a>, <a href="Thread_(computing)" title="Thread (computing)">threading</a>, <a href="Internationalization_and_localization" title="Internationalization and localization">localization</a> support, <a href="Scene_graph" title="Scene graph">scene graph</a>, and video support for <a href="Cinematic_cutscene" class="mw-redirect" title="Cinematic cutscene">cinematics</a>. Game engine implementers often economize on the process of <a href="Game_development" class="mw-redirect" title="Game development">game development</a> by reusing or adapting, in large part, the same game engine to produce different games,<sup id="cite_ref-4" class="reference"><a href="#cite_note-4"><span class="cite-bracket">[</span>4<span class="cite-bracket">]</span></a></sup> or to aid in <a href="Porting" title="Porting">porting</a> games across multiple platforms.
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<div class="mw-heading mw-heading2"><h2 id="Purpose">Purpose</h2></div>
<p>In many cases, game engines provide a suite of visual <a href="Game_development_tool" title="Game development tool">development tools</a> in addition to reusable software components. These tools are generally provided in an <a href="Integrated_development_environment" title="Integrated development environment">integrated development environment</a> to enable simplified, <a href="Rapid_application_development" title="Rapid application development">rapid development</a> of games in a <a href="Data-driven_design" class="mw-redirect" title="Data-driven design">data-driven</a> manner. Game-engine developers often attempt to preempt implementer needs by developing <a href="Robustness_(computer_science)" title="Robustness (computer science)">robust</a> software suites, which include many elements a game developer may need to build a game. Most game-engine suites provide facilities that ease development, such as graphics, sound, physics and <a href="Artificial_intelligence" title="Artificial intelligence">artificial intelligence</a> (AI) functions. These game engines are sometimes called "<a href="Middleware" title="Middleware">middleware</a>" because, as with the business sense of the term, they provide a flexible and reusable software platform which provides all the core functionality needed, right <a href="Out_of_the_box_(feature)" title="Out of the box (feature)">out of the box</a>, to develop a game application while reducing costs, complexities, and time-to-market—all critical factors in the highly competitive video game industry.<sup id="cite_ref-5" class="reference"><a href="#cite_note-5"><span class="cite-bracket">[</span>5<span class="cite-bracket">]</span></a></sup>
</p><p>Like other types of middleware, game engines usually provide <a href="Computing_platform" title="Computing platform">platform</a> <a href="Abstraction_(computer_science)" title="Abstraction (computer science)">abstraction</a>, allowing the same game to run on various platforms (including <a href="Video_game_console" title="Video game console">game consoles</a> and personal computers) with few, if any, changes made to the game <a href="Source_code" title="Source code">source code</a>. Often, programmers design game engines with a <a href="Component-based_software_engineering" title="Component-based software engineering">component-based architecture</a> that allows specific systems in the engine to be replaced or extended with more specialized (and often more expensive) game-middleware components. Some game engines comprise a series of loosely-connected game middleware components that can be selectively combined to create a custom engine, instead of the more common approach of extending or customizing a flexible integrated product. However achieved, <a href="Extensibility" title="Extensibility">extensibility</a> remains a high priority for game engines due to the wide variety of uses for which they are applied. Despite the specificity of the name "game engine", end users often re-purpose game engines for other kinds of interactive applications with <a href="Real-time_computer_graphics" title="Real-time computer graphics">real-time graphical</a> requirements—such as <a href="Product_demonstration" title="Product demonstration">marketing demos</a>, <a href="Architectural_visualization" class="mw-redirect" title="Architectural visualization">architectural visualizations</a>, <a href="Training_simulation" title="Training simulation">training simulations</a>, and <a href="Conceptual_model" title="Conceptual model">modeling</a> environments.<sup id="cite_ref-:1_6-0" class="reference"><a href="#cite_note-:1-6"><span class="cite-bracket">[</span>6<span class="cite-bracket">]</span></a></sup>
</p><p>Some game engines only provide <a href="Real-time_computer_graphics" title="Real-time computer graphics">real-time 3D rendering</a> capabilities instead of the wide range of functionality needed by games. These engines rely upon the game developer to implement the rest of this functionality or to assemble it from other game-middleware components. These types of engines are generally referred to as a "graphics engine", "rendering engine", or "3D engine" instead of the all-encompassing term "game engine". This terminology is inconsistently used, as many full-featured 3D game engines are simply referred to as "3D engines". Examples of graphics engines include: <a href="Crystal_Space" title="Crystal Space">Crystal Space</a>, <a href="Genesis3D" class="mw-redirect" title="Genesis3D">Genesis3D</a>, <a href="Irrlicht_Engine" title="Irrlicht Engine">Irrlicht</a>, <a href="OGRE" title="OGRE">OGRE</a>, RealmForge, Truevision3D, and <a href="Vision_Engine" class="mw-redirect" title="Vision Engine">Vision Engine</a>. Modern game- or graphics-engines generally provide a <a href="Scene_graph" title="Scene graph">scene graph</a>—an object-oriented representation of the 3D game-world which often simplifies game design and can be used for more efficient rendering of vast virtual worlds.<sup id="cite_ref-7" class="reference"><a href="#cite_note-7"><span class="cite-bracket">[</span>7<span class="cite-bracket">]</span></a></sup> Most game engines or graphics engines use a <a href="Graphics_API" class="mw-redirect" title="Graphics API">Graphics API</a>, which eases communication with the <a href="GPU" class="mw-redirect" title="GPU">GPU</a>. But older games did not have hardware acceleration or GPUs and had to build their own software renderer.
</p><p>As technology ages, the components of an engine may become obsolete or insufficient for the requirements of a given <a href="Project" title="Project">project</a>. Since the complexity of programming an entirely new engine may result in unwanted delays (or necessitate that a project restart from the beginning), an engine-development team may elect to update their existing engine with newer functionality or components.
</p><p>Game engines are not limited to use in the video game field, and have found uses in other scientific fields. Part of this is due to game engines being optimized for consumer-grade computing equipment rather than high-performance computing, allowing researchers to develop programs for their use on lower cost machines. Game engines also simplify many of the computing operations needed for scientific software, including graphics, networking, and interactivity, reducing the need to develop these features themselves.<sup id="cite_ref-8" class="reference"><a href="#cite_note-8"><span class="cite-bracket">[</span>8<span class="cite-bracket">]</span></a></sup>
</p>
<div class="mw-heading mw-heading2"><h2 id="History">History</h2></div>
<p>Before game engines, games were typically written as singular entities: a game for the <a href="Atari_2600" title="Atari 2600">Atari 2600</a>, for example, had to be designed from the bottom up to make optimal use of the display hardware—this core display routine is today called the <a href="Kernel_(operating_system)" title="Kernel (operating system)">kernel</a> by developers of games for older systems. Other platforms had more leeway, but even when the display was not a concern, memory constraints usually sabotaged attempts to create the data-heavy design that an engine needs. Even on more accommodating platforms, very little could be reused between games. The rapid advance of <a href="Arcade_game" title="Arcade game">arcade</a> <a href="Arcade_system_board" class="mw-redirect" title="Arcade system board">hardware</a>—which was the leading edge of the market at the time—meant that most of the code would have to be thrown out afterwards anyway, as later generations of games would use completely different game designs that took advantage of extra resources. Thus, most game designs through the 1980s were designed through a hard-coded rule set with a small number of levels and graphics data. Since the <a href="Golden_age_of_arcade_video_games" title="Golden age of arcade video games">golden age of arcade video games</a>, it became common for video game companies to develop in-house game engines for use with first-party software.
</p><p>A notable example of an in-house game engine on <a href="Home_video_game_console" title="Home video game console">home consoles</a> in the mid-1980s was the smooth <a href="Side-scrolling" class="mw-redirect" title="Side-scrolling">side-scrolling</a> engine developed by <a href="Shigeru_Miyamoto" title="Shigeru Miyamoto">Shigeru Miyamoto</a>'s team at <a href="Nintendo" title="Nintendo">Nintendo</a> for the <a href="Nintendo_Entertainment_System" title="Nintendo Entertainment System">Nintendo Entertainment System</a> (NES). The engine they had developed for the side-scrolling <a href="Racing_game" title="Racing game">racing game</a> <i><a href="Excitebike" title="Excitebike">Excitebike</a></i> (1984) was later employed for the scrolling <a href="Platformer" title="Platformer">platformer</a> <i><a href="Super_Mario_Bros." title="Super Mario Bros.">Super Mario Bros.</a></i> (1985). This had the effect of allowing <a href="Mario" title="Mario">Mario</a> to smoothly accelerate from a walk to a run, rather than move at a constant speed like in earlier platformers.<sup id="cite_ref-9" class="reference"><a href="#cite_note-9"><span class="cite-bracket">[</span>9<span class="cite-bracket">]</span></a></sup>
</p><p>While third-party game engines were not common until the rise of <a href="3D_computer_graphics" title="3D computer graphics">3D computer graphics</a> in the 1990s, several 2D <a href="Game_creation_system" title="Game creation system">game creation systems</a> were produced in the 1980s for <a href="Independent_video_game_development" class="mw-redirect" title="Independent video game development">independent video game development</a>. These include <i><a href="Pinball_Construction_Set" title="Pinball Construction Set">Pinball Construction Set</a></i> (1983), <a href="ASCII_(company)" class="mw-redirect" title="ASCII (company)">ASCII</a>'s <i>War Game Construction Kit</i> (1983),<sup id="cite_ref-10" class="reference"><a href="#cite_note-10"><span class="cite-bracket">[</span>10<span class="cite-bracket">]</span></a></sup> <i><a href="Thunder_Force_(series)" class="mw-redirect" title="Thunder Force (series)">Thunder Force Construction</a></i> (1984),<sup id="cite_ref-11" class="reference"><a href="#cite_note-11"><span class="cite-bracket">[</span>11<span class="cite-bracket">]</span></a></sup> <i><a href="Adventure_Construction_Set" title="Adventure Construction Set">Adventure Construction Set</a></i> (1984), <a href="Garry_Kitchen's_GameMaker" title="Garry Kitchen's GameMaker"><i>Garry Kitchen's GameMaker</i></a> (1985), <i><a href="Wargame_Construction_Set" title="Wargame Construction Set">Wargame Construction Set</a></i> (1986), <i><a href="Shoot-'Em-Up_Construction_Kit" title="Shoot-'Em-Up Construction Kit">Shoot-'Em-Up Construction Kit</a></i> (1987), <i><a href="Arcade_Game_Construction_Kit" title="Arcade Game Construction Kit">Arcade Game Construction Kit</a></i> (1988), and, most popularly, ASCII's <i><a href="RPG_Maker" title="RPG Maker">RPG Maker</a></i> engines from 1998 onward. Klik & Play (1994) is another legacy offering that is still available.<sup id="cite_ref-produsase_japan_12-0" class="reference"><a href="#cite_note-produsase_japan-12"><span class="cite-bracket">[</span>12<span class="cite-bracket">]</span></a></sup>
</p><p>The term <i>game engine</i> emerged in the mid-1990s, particularly with the rise of 3D games like <a href="First-person_shooter" title="First-person shooter">first-person shooters</a>, which often featured a dedicated <a href="First-person_shooter_engine" title="First-person shooter engine">first-person shooter engine</a>. For instance, Epic Games, founded by <a href="Tim_Sweeney" title="Tim Sweeney">Tim Sweeney</a>, debuted its Unreal Engine in the year 1998.<sup id="cite_ref-13" class="reference"><a href="#cite_note-13"><span class="cite-bracket">[</span>13<span class="cite-bracket">]</span></a></sup>
</p><p>Such was the popularity of <a href="Id_Software" title="Id Software">Id Software</a>'s <i><a href="Doom_(1993_video_game)" title="Doom (1993 video game)">Doom</a></i> and <i><a href="Quake_(series)" title="Quake (series)">Quake</a></i> games: rather than building from scratch, its developers licensed the core portions of the software and designed their own graphics, characters, weapons, and <a href="Level_(computer_and_video_games)" class="mw-redirect" title="Level (computer and video games)">levels</a>—they were the "game content" or "game assets." Separation of game-specific rules and data from basic concepts like <a href="Collision_detection" title="Collision detection">collision detection</a> and game entity meant that teams could grow and specialize.<sup id="cite_ref-produsase_japan_12-1" class="reference"><a href="#cite_note-produsase_japan-12"><span class="cite-bracket">[</span>12<span class="cite-bracket">]</span></a></sup>
</p><p>Later games, such as <a href="Id_Software" title="Id Software">id Software</a>'s <i><a href="Quake_III_Arena" title="Quake III Arena">Quake III Arena</a></i> and <a href="Epic_Games" title="Epic Games">Epic Games</a>' <i><a href="Unreal_(1998_video_game)" title="Unreal (1998 video game)">Unreal</a></i> (1998), were designed with this approach in mind, with the engine and content developed separately. The practice of licensing such technology has proved to be a useful auxiliary revenue stream for some game developers, as a single license for a high-end commercial game engine can range from $10,000 to millions of dollars, and the number of licensees can reach several dozen companies, as seen with the <a href="Unreal_Engine" title="Unreal Engine">Unreal Engine</a>. At the very least, reusable engines make developing game sequels faster and easier, which is a valuable advantage in the competitive video game industry. While a strong rivalry existed between Epic Games and id Software around 2000, Epic Game's Unreal Engine has since become far more popular than <a href="Id_Tech_4" title="Id Tech 4">id Tech 4</a> and its successor, <a href="Id_Tech_5" title="Id Tech 5">id Tech 5</a>.<sup id="cite_ref-14" class="reference"><a href="#cite_note-14"><span class="cite-bracket">[</span>14<span class="cite-bracket">]</span></a></sup>
</p><p>Modern game engines are some of the most complex applications written, often featuring dozens of finely-tuned systems interacting to ensure a precisely-controlled user experience. The continued evolution of game engines has created a strong separation between rendering, scripting, artwork, and <a href="Level_design" class="mw-redirect" title="Level design">level design</a>. As such, it is now common, for example, for a typical game development team to have several times as many artists as actual programmers.<sup id="cite_ref-15" class="reference"><a href="#cite_note-15"><span class="cite-bracket">[</span>15<span class="cite-bracket">]</span></a></sup>
</p><p>While third-party game engines are predominantly used in the development of first-person shooter games, they are also being used across other genres. For example, <a href="Gamebryo" title="Gamebryo">Gamebryo</a> is used in <i><a href="The_Elder_Scrolls_III%3A_Morrowind" title="The Elder Scrolls III: Morrowind">The Elder Scrolls III: Morrowind</a></i> and <i><a href="Dark_Age_of_Camelot" title="Dark Age of Camelot">Dark Age of Camelot</a></i>, whereas <a href="Unreal_Engine_2" title="Unreal Engine 2">Unreal Engine 2</a> is used in <i><a href="Lineage_II" title="Lineage II">Lineage II</a></i>. Game engines are also used for games originally developed for home consoles, with <a href="RenderWare" title="RenderWare">RenderWare</a> for the <i><a href="Grand_Theft_Auto" title="Grand Theft Auto">Grand Theft Auto</a></i> and <i><a href="Burnout_(game)" class="mw-redirect" title="Burnout (game)">Burnout</a></i> franchises as an example.
</p><p>Due to modern multi-core systems and growing demands in realism, exploiting <a href="Thread_(computer_science)" class="mw-redirect" title="Thread (computer science)">threads</a> has become more important. Separate threads of execution within a game engine manage intensive operations, including rendering, asset streaming, audio playback, and physics simulation. Racing games have typically been at the forefront of threading with the physics engine running in a separate thread long before other core subsystems were moved, partly because rendering and related tasks need updating at only 30–60 Hz. For example, on PlayStation 3, physics ran in <i><a href="Need_For_Speed" class="mw-redirect" title="Need For Speed">Need For Speed</a></i> at 100 Hz, versus <i><a href="Forza_Motorsport_2" title="Forza Motorsport 2">Forza Motorsport 2</a></i> at 360 Hz.
</p><p>Although the term was first used in the 1990s, few earlier systems in 1980s are considered as game engines, such as Sierra's <a href="Adventure_Game_Interpreter" title="Adventure Game Interpreter">Adventure Game Interpreter</a> (AGI) and SCI systems, LucasArts' <a href="SCUMM" title="SCUMM">SCUMM</a> system and <a href="Incentive_Software" title="Incentive Software">Incentive Software</a>'s <a href="Freescape_engine" class="mw-redirect" title="Freescape engine">Freescape engine</a> (in 1986<sup id="cite_ref-16" class="reference"><a href="#cite_note-16"><span class="cite-bracket">[</span>16<span class="cite-bracket">]</span></a></sup>). Unlike most modern game engines, these game engines were never used in any third-party products (except for the SCUMM system, which was licensed to and used by <a href="Humongous_Entertainment" title="Humongous Entertainment">Humongous Entertainment</a>).
</p><p>As game engine technology matures and becomes more user friendly, the application of game engines has widened in scope. They are now used for <a href="Serious_game" title="Serious game">serious games</a>: visualization, training, medical, and <a href="Military_simulation" title="Military simulation">military simulation</a> applications, with the <a href="CryEngine" title="CryEngine">CryEngine</a> being one example.<sup id="cite_ref-17" class="reference"><a href="#cite_note-17"><span class="cite-bracket">[</span>17<span class="cite-bracket">]</span></a></sup> To improve accessibility, new hardware platforms are also now targeted by game engines, including <a href="Mobile_phone" title="Mobile phone">mobile phones</a> (e.g. <a href="Android_(operating_system)" title="Android (operating system)">Android</a>, <a href="IPhone" title="IPhone">iPhone</a>) and <a href="Web_browser" title="Web browser">web browsers</a>. (e.g. <a href="WebGL" title="WebGL">WebGL</a>, <a href="Adobe_Shockwave" title="Adobe Shockwave">Shockwave</a>, <a href="Adobe_Flash" title="Adobe Flash">Flash</a>, <a href="Trinigy" title="Trinigy">Trinigy</a>'s WebVision, <a href="Silverlight" class="mw-redirect" title="Silverlight">Silverlight</a>, <a href="Unity_Web_Player" class="mw-redirect" title="Unity Web Player">Unity Web Player</a>, <a href="O3D" title="O3D">O3D</a> and pure <a href="DHTML" class="mw-redirect" title="DHTML">DHTML</a>.)<sup id="cite_ref-18" class="reference"><a href="#cite_note-18"><span class="cite-bracket">[</span>18<span class="cite-bracket">]</span></a></sup>
</p><p>Additionally, more game engines are being built upon <a href="High-level_programming_language" title="High-level programming language">higher-level languages</a>, such as <a href="Java_(programming_language)" title="Java (programming language)">Java</a>, <a href="C_Sharp_(programming_language)" title="C Sharp (programming language)">C#</a> and <a href=".NET_Framework" title=".NET Framework">.NET</a> (e.g., <a href="Torque_Game_Engine" class="mw-redirect" title="Torque Game Engine">TorqueX</a>, and <a href="Visual3D.NET" class="mw-redirect" title="Visual3D.NET">Visual3D.NET</a>), <a href="Python_(programming_language)" title="Python (programming language)">Python</a> (<a href="Panda3D" title="Panda3D">Panda3D</a>), or <a href="Lua_(programming_language)" class="mw-redirect" title="Lua (programming language)">Lua Script</a> (Leadwerks). As most 3D-rich games are now mostly limited by the power of a graphics card, the potential slowdown due to translation overheads of higher-level languages becomes negligible, while productivity gains offered by these languages serve the game engine developers' benefit.<sup id="cite_ref-19" class="reference"><a href="#cite_note-19"><span class="cite-bracket">[</span>19<span class="cite-bracket">]</span></a></sup> These recent trends are being propelled by companies such as <a href="Microsoft" title="Microsoft">Microsoft</a> to support <a href="Independent_game_development" class="mw-redirect" title="Independent game development">indie</a> game development. Microsoft developed <a href="Microsoft_XNA" title="Microsoft XNA">XNA</a> as the primary <a href="Software_development_kit" title="Software development kit">Software Development Kit</a> (SDK) for all video games released on Xbox and their related products. This includes the <a href="Xbox_Live_Indie_Games" title="Xbox Live Indie Games">Xbox Live Indie Games</a><sup id="cite_ref-20" class="reference"><a href="#cite_note-20"><span class="cite-bracket">[</span>20<span class="cite-bracket">]</span></a></sup> channel designed specifically for smaller developers who do not have the extensive resources necessary to box games for sale on retail shelves. It is becoming easier and cheaper than ever to develop game engines for platforms that support <a href="Managed_code" title="Managed code">managed</a> frameworks.<sup id="cite_ref-:0_21-0" class="reference"><a href="#cite_note-:0-21"><span class="cite-bracket">[</span>21<span class="cite-bracket">]</span></a></sup>
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<div class="mw-heading mw-heading2"><h2 id="Game_engines_as_an_industry">Game engines as an industry</h2></div>
<p>Producers of game engines decide how they allow users to utilize their products. Just as <a href="Video_game_industry" title="Video game industry">gaming is an industry</a>, so are the engines they are built off. The major game engines come at varying prices, whether it be in the form of subscription fees or license payments.<sup id="cite_ref-22" class="reference"><a href="#cite_note-22"><span class="cite-bracket">[</span>22<span class="cite-bracket">]</span></a></sup> <a href="Unity_(game_engine)" title="Unity (game engine)">Unity</a> and the <a href="Unreal_Engine" title="Unreal Engine">Unreal Engine</a> are currently the two most popular choices for game developers.<sup id="cite_ref-23" class="reference"><a href="#cite_note-23"><span class="cite-bracket">[</span>23<span class="cite-bracket">]</span></a></sup> Although the differences among the different game engines blur as they build their own tools on top of them, different game developers may be too used to a system to change, or attracted by the huge benefits of such engines regardless of pay-walls.
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<div class="mw-heading mw-heading2"><h2 id="Game_middleware">Game middleware</h2></div>
<p>Applied more broadly, game engines themselves can be described as middleware. In video games, however, <i>middleware</i> is often used to refer to subsystems of functionality within a game engine. Some game middleware does only one thing, yet does it more convincingly or more efficiently than general purpose middleware.
</p><p>The four most-widely used middleware packages<sup id="cite_ref-24" class="reference"><a href="#cite_note-24"><span class="cite-bracket">[</span>24<span class="cite-bracket">]</span></a></sup> that provide subsystems of functionality include <a href="RAD_Game_Tools" class="mw-redirect" title="RAD Game Tools">RAD Game Tools</a>' Bink, Firelight <a href="FMOD" title="FMOD">FMOD</a>, <a href="Havok_(software)" title="Havok (software)">Havok</a>, and <a href="Scaleform" class="mw-redirect" title="Scaleform">Scaleform</a> GFx. RAD Game Tools develops Bink for basic video rendering, along with Miles audio, and <a href="Granny_3D" class="mw-redirect" title="Granny 3D">Granny 3D</a> rendering. Firelight FMOD is a low cost robust audio library and toolset. Havok provides a robust physics simulation system, along with a suite of animation and behavior applications. Scaleform provides GFx for high performance <a href="Adobe_Flash" title="Adobe Flash">Flash</a> UI and high-quality video playback, and an <a href="Input_Method_Editor" class="mw-redirect" title="Input Method Editor">Input Method Editor</a> (IME) addon for in-game Asian chat support.
</p><p>Other middleware is used for performance optimization—for example <a href="Simplygon" title="Simplygon">Simplygon</a> helps to optimize and generate <a href="Level_of_detail_(computer_graphics)" title="Level of detail (computer graphics)">level of detail</a> meshes, and <a href="Umbra_(3D_technology_company)" title="Umbra (3D technology company)">Umbra</a> adds <a href="Occlusion_culling" class="mw-redirect" title="Occlusion culling">occlusion culling</a> optimizations to 3D graphics.
</p><p>Some middleware contains full <a href="Source_code" title="Source code">source code</a>,<sup id="cite_ref-:1_6-1" class="reference"><a href="#cite_note-:1-6"><span class="cite-bracket">[</span>6<span class="cite-bracket">]</span></a></sup> or is provided an <a href="Application_programming_interface" class="mw-redirect" title="Application programming interface">API</a> reference for a compiled binary <a href="Library_(computer_science)" class="mw-redirect" title="Library (computer science)">library</a>. Some middleware programs can be licensed either way, usually for a higher fee for full source code.
</p>
<div class="mw-heading mw-heading2"><h2 id="See_also">See also</h2></div>
<ul><li><a href="3D_computer_graphics" title="3D computer graphics">3D computer graphics</a></li>
<li><a href="Authoring_system" title="Authoring system">Authoring system</a></li>
<li><a href="Game_physics" title="Game physics">Game physics</a></li>
<li><a href="List_of_first-person_shooter_engines" title="List of first-person shooter engines">List of first-person shooter engines</a></li>
<li><a href="List_of_game_engines" title="List of game engines">List of game engines</a></li>
<li><a href="List_of_game_middleware" class="mw-redirect" title="List of game middleware">List of game middleware</a></li>
<li><a href="Virtual_studio" class="mw-redirect" title="Virtual studio">Virtual studio</a></li></ul>
<div class="mw-heading mw-heading2"><h2 id="References">References</h2></div>
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</ol></div>
<div class="mw-heading mw-heading2"><h2 id="External_links">External links</h2></div>
<ul><li><span class="noviewer" typeof="mw:File"></span> Media related to <a href="https://commons.wikimedia.org/wiki/Category:Game_engines" class="extiw external" title="commons:Category:Game engines">Game engines</a> at Wikimedia Commons</li></ul>
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</style></div><div role="navigation" class="navbox" aria-labelledby="Game_engines_(list)393" style="padding:3px"><table class="nowraplinks hlist mw-collapsible autocollapse navbox-inner" style="border-spacing:0;background:transparent;color:inherit"><tbody><tr><th scope="col" class="navbox-title" colspan="2"><div id="Game_engines_(list)393" style="font-size:114%;margin:0 4em"> (<a href="List_of_game_engines" title="List of game engines">list</a>)</div></th></tr><tr><td class="navbox-abovebelow" colspan="2"><div>
<ul><li><a href="Source_port" title="Source port">Source port</a></li>
<li><a href="First-person_shooter_engine" title="First-person shooter engine">First-person shooter engine</a>
<ul><li><a href="List_of_first-person_shooter_engines" title="List of first-person shooter engines">List of first-person shooter engines</a></li></ul></li>
<li><a href="Game_engine_recreation" title="Game engine recreation">Game engine recreation</a>
<ul><li><a href="List_of_game_engine_recreations" title="List of game engine recreations">List of game engine recreations</a></li></ul></li>
<li><a href="Game_creation_system" title="Game creation system">Game creation system</a></li>
<li>Game IDE</li>
<li><a href="List_of_visual_novel_engines" title="List of visual novel engines">List of visual novel engines</a></li>
<li><a href="Id_Tech" title="Id Tech">id Tech</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="Proprietary_software" title="Proprietary software">Proprietary</a></th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"></div><table class="nowraplinks navbox-subgroup" style="border-spacing:0"><tbody><tr><th scope="row" class="navbox-group" style="width:1%">1980s</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Adventure_Game_Interpreter" title="Adventure Game Interpreter">Adventure Game Interpreter</a></li>
<li><a href="Cobra_(game_engine)" class="mw-redirect" title="Cobra (game engine)">Cobra</a></li>
<li><a href="Filmation_(game_engine)" title="Filmation (game engine)">Filmation</a></li>
<li><a href="Freescape" title="Freescape">Freescape</a></li>
<li><a href="Gold_Box" title="Gold Box">Gold Box</a></li>
<li><a href="Sierra_Creative_Interpreter" title="Sierra Creative Interpreter">Sierra Creative Interpreter</a></li>
<li><a href="SCUMM" title="SCUMM">SCUMM</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">1990s</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="3D_GameStudio" title="3D GameStudio">3D GameStudio</a></li>
<li><a href="Clickteam" title="Clickteam">Clickteam</a></li>
<li><a href="Dark_Engine" title="Dark Engine">Dark Engine</a></li>
<li><a href="GameMaker" title="GameMaker">GameMaker</a></li>
<li><a href="Genie_Engine" title="Genie Engine">Genie Engine</a></li>
<li><a href="GoldSrc" title="GoldSrc">GoldSrc</a></li>
<li><a href="Jedi_(game_engine)" title="Jedi (game engine)">Jedi</a></li>
<li><a href="LithTech" title="LithTech">LithTech</a></li>
<li><a href="Mugen_(game_engine)" title="Mugen (game engine)">Mugen</a></li>
<li><a href="Pie_in_the_Sky_(game_engine)" title="Pie in the Sky (game engine)">Pie in the Sky</a></li>
<li><a href="Reality_Lab" title="Reality Lab">Reality Lab</a></li>
<li><a href="RenderWare" title="RenderWare">RenderWare</a></li>
<li><a href="RPG_Maker" title="RPG Maker">RPG Maker</a></li>
<li><a href="Sim_RPG_Maker" title="Sim RPG Maker">Sim RPG Maker</a></li>
<li><a href="Unreal_Engine_1" title="Unreal Engine 1">Unreal Engine 1</a></li>
<li><a href="Virtools" class="mw-redirect" title="Virtools">Virtools</a></li>
<li><a href="Virtual_Theatre" title="Virtual Theatre">Virtual Theatre</a></li>
<li><a href="Voxel_Space" title="Voxel Space">Voxel Space</a></li>
<li><a href="Zillions_of_Games" title="Zillions of Games">Zillions of Games</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">2000s</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Ubisoft_Anvil" title="Ubisoft Anvil">Anvil</a></li>
<li><a href="C4_Engine" title="C4 Engine">C4 Engine</a></li>
<li><a href="CryEngine" title="CryEngine">CryEngine</a></li>
<li><a href="Crystal_Tools" title="Crystal Tools">Crystal Tools</a></li>
<li><a href="Euphoria_(software)" title="Euphoria (software)">Euphoria</a></li>
<li><a href="Flare3D" title="Flare3D">Flare3D</a></li>
<li><a href="Frostbite_(game_engine)" title="Frostbite (game engine)">Frostbite</a></li>
<li><a href="Gamebryo" title="Gamebryo">Gamebryo</a></li>
<li><a href="GameSalad" title="GameSalad">GameSalad</a></li>
<li><a href="HeroEngine" title="HeroEngine">HeroEngine</a></li>
<li><a href="IW_(game_engine)" title="IW (game engine)">IW</a></li>
<li><a href="Leadwerks" title="Leadwerks">Leadwerks</a></li>
<li><a href="Marmalade_(software)" title="Marmalade (software)">Marmalade</a></li>
<li><a href="MT_Framework" title="MT Framework">MT Framework</a></li>
<li><a href="PhyreEngine" title="PhyreEngine">PhyreEngine</a></li>
<li><a href="Q_(game_engine)" title="Q (game engine)">Q</a></li>
<li><a href="Rockstar_Advanced_Game_Engine" title="Rockstar Advanced Game Engine">RAGE</a></li>
<li><a href="Shark_3D" title="Shark 3D">Shark 3D</a></li>
<li><a href="Source_(game_engine)" title="Source (game engine)">Source</a></li>
<li><a href="Titan_(game_engine)" title="Titan (game engine)">Titan</a></li>
<li><a href="Unigine" title="Unigine">Unigine</a></li>
<li><a href="Unity_(game_engine)" title="Unity (game engine)">Unity</a></li>
<li><a href="Unreal_Engine_2" title="Unreal Engine 2">Unreal Engine 2</a></li>
<li><a href="Unreal_Engine_3" title="Unreal Engine 3">Unreal Engine 3</a></li>
<li><a href="Virtools" class="mw-redirect" title="Virtools">Virtools 2.5</a></li>
<li><a href="Vicious_Engine" class="mw-redirect" title="Vicious Engine">Vicious Engine</a></li>
<li><a href="Vision_(game_engine)" title="Vision (game engine)">Vision</a></li>
<li><a href="Visual3D_Game_Engine" title="Visual3D Game Engine">Visual3D Game Engine</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">2010s</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="4A_Engine" class="mw-redirect" title="4A Engine">4A Engine</a></li>
<li><a href="Amazon_Lumberyard" title="Amazon Lumberyard">Amazon Lumberyard</a></li>
<li><a href="Bitsquid" title="Bitsquid">Bitsquid</a></li>
<li><a href="Buildbox" title="Buildbox">Buildbox</a></li>
<li><a href="Construct_(game_engine)" title="Construct (game engine)">Construct</a></li>
<li><a href="Creation_Engine" title="Creation Engine">Creation Engine</a></li>
<li><a href="Decima_(game_engine)" title="Decima (game engine)">Decima</a></li>
<li><a href="Defold" title="Defold">Defold</a></li>
<li><a href="Felgo" title="Felgo">Felgo</a></li>
<li><a href="ForgeLight" title="ForgeLight">ForgeLight</a></li>
<li><a href="Fox_Engine" title="Fox Engine">Fox Engine</a></li>
<li><a href="Id_Tech_5" title="Id Tech 5">id Tech 5</a></li>
<li><a href="Id_Tech_6" title="Id Tech 6">id Tech 6</a></li>
<li><a href="Ignite_(game_engine)" title="Ignite (game engine)">Ignite</a></li>
<li><a href="Luminous_Engine" title="Luminous Engine">Luminous Engine</a></li>
<li><a href="Pixel_Game_Maker_MV" title="Pixel Game Maker MV">Pixel Game Maker MV</a></li>
<li><a href="RE_Engine" title="RE Engine">RE Engine</a></li>
<li><a href="Snowdrop_(game_engine)" title="Snowdrop (game engine)">Snowdrop</a></li>
<li><a href="Stencyl" title="Stencyl">Stencyl</a></li>
<li><a href="Source_2" title="Source 2">Source 2</a></li>
<li><a href="UbiArt_Framework" title="UbiArt Framework">UbiArt Framework</a></li>
<li><a href="Unreal_Engine_4" title="Unreal Engine 4">Unreal Engine 4</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">2020s</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Id_Tech_7" title="Id Tech 7">id Tech 7</a></li>
<li><a href="Unreal_Engine_5" title="Unreal Engine 5">Unreal Engine 5</a></li>
<li><a href="S%26box" title="S&box">S&box</a></li></ul>
</div></td></tr></tbody></table><div></div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%"><a href="Free_and_open-source_software" title="Free and open-source software">Free and<br>open-source</a></th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em"></div><table class="nowraplinks navbox-subgroup" style="border-spacing:0"><tbody><tr><th id="1970s25" scope="row" class="navbox-group" style="width:1%">1970s</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Z-machine" title="Z-machine">Z-machine</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">1990s</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Adventure_Game_Studio" title="Adventure Game Studio">Adventure Game Studio</a></li>
<li><a href="Build_(game_engine)" title="Build (game engine)">Build</a></li>
<li><a href="Crystal_Space" title="Crystal Space">Crystal Space</a></li>
<li><a href="Doom_engine" title="Doom engine"><i>Doom</i> engine</a></li>
<li><a href="Game-Maker" title="Game-Maker">Game-Maker</a></li>
<li><a href="OHRRPGCE" class="mw-redirect" title="OHRRPGCE">OHRRPGCE</a></li>
<li><a href="Quake_engine" title="Quake engine"><i>Quake</i> engine</a></li>
<li><a href="Quake_II_engine" title="Quake II engine"><i>Quake II</i> engine</a></li>
<li><a href="Stratagus" title="Stratagus">Stratagus</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">2000s</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Away3D" title="Away3D">Away3D</a></li>
<li><a href="Blender_Game_Engine" title="Blender Game Engine">Blender Game Engine</a></li>
<li><a href="Bork3D_Game_Engine" class="mw-redirect" title="Bork3D Game Engine">Bork3D Game Engine</a></li>
<li><a href="Cocos2d" title="Cocos2d">Cocos2d</a></li>
<li><a href="Dim3" title="Dim3">Dim3</a></li>
<li><a href="Game_Editor" title="Game Editor">Game Editor</a></li>
<li><a href="GDevelop" title="GDevelop">GDevelop</a></li>
<li><a href="Id_Tech_3" title="Id Tech 3">id Tech 3</a></li>
<li><a href="Id_Tech_4" title="Id Tech 4">id Tech 4</a></li>
<li><a href="Irrlicht_Engine" title="Irrlicht Engine">Irrlicht Engine</a></li>
<li><a href="JMonkeyEngine" title="JMonkeyEngine">jMonkeyEngine</a></li>
<li><a href="Lightweight_Java_Game_Library" class="mw-redirect" title="Lightweight Java Game Library">Lightweight Java Game Library</a></li>
<li><a href="L%C3%B6ve_(game_framework)" title="Löve (game framework)">Löve</a></li>
<li><a href="OGRE" title="OGRE">OGRE</a></li>
<li><a href="Open_Wonderland" title="Open Wonderland">Open Wonderland</a></li>
<li><a href="Panda3D" title="Panda3D">Panda3D</a></li>
<li><a href="Papervision3D" title="Papervision3D">Papervision3D</a></li>
<li><a href="Plasma_(game_engine)" class="mw-redirect" title="Plasma (game engine)">Plasma</a></li>
<li><a href="Platinum_Arts_Sandbox" title="Platinum Arts Sandbox">Platinum Arts Sandbox</a></li>
<li><a href="Pygame" title="Pygame">Pygame</a></li>
<li><a href="Ren'Py" title="Ren'Py">Ren'Py</a></li>
<li><a href="Scratch_(programming_language)" title="Scratch (programming language)">Scratch</a></li>
<li><a href="Solar2D" title="Solar2D">Solar2D</a></li>
<li><a href="Thousand_Parsec" title="Thousand Parsec">Thousand Parsec</a></li>
<li><a href="Torque_(game_engine)" title="Torque (game engine)">Torque</a></li>
<li><a href="Vassal_Engine" class="mw-redirect" title="Vassal Engine">Vassal Engine</a></li>
<li><a href="Wintermute_Engine" title="Wintermute Engine">Wintermute Engine</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">2010s</th><td class="navbox-list-with-group navbox-list navbox-odd" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Delta3D" title="Delta3D">Delta3D</a></li>
<li><a href="Godot_(game_engine)" title="Godot (game engine)">Godot</a></li>
<li><a href="GPUOpen" title="GPUOpen">GPUOpen</a></li>
<li><a href="Horde3D" title="Horde3D">Horde3D</a></li>
<li><a href="LibGDX" title="LibGDX">libGDX</a></li>
<li><a href="Moai_(software)" title="Moai (software)">Moai</a></li>
<li><a href="OpenFL" title="OpenFL">OpenFL</a></li>
<li><a href="ORX" title="ORX">ORX</a></li>
<li><a href="PlayCanvas" title="PlayCanvas">PlayCanvas</a></li>
<li><a href="Raylib" title="Raylib">Raylib</a></li>
<li><a href="Snap!_(programming_language)" title="Snap! (programming language)">Snap!</a></li>
<li><a href="Stencyl" title="Stencyl">Stencyl</a></li>
<li><a href="Stride_(game_engine)" title="Stride (game engine)">Stride</a></li></ul>
</div></td></tr><tr><th scope="row" class="navbox-group" style="width:1%">2020s</th><td class="navbox-list-with-group navbox-list navbox-even" style="width:100%;padding:0"><div style="padding:0 0.25em">
<ul><li><a href="Open_3D_Engine" title="Open 3D Engine">Open 3D Engine</a></li></ul>
</div></td></tr></tbody></table><div></div></td></tr></tbody></table></div>
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