![]() Making all this even more complex is the selling of a license to use a game engine to a third party, with the transaction including the provision of the game engine's source code to said third party. It is then up to the user to add the 20% that makes the game unique, whether through data and code, or purely data. In that case, a game engine is basically just a library or module that handles 80% of the grunt-work in making a game: collision detection, that things can move, rendering things, etc. The entire process can be made more complicated through the use of scripts, which are code that is loaded like data. Even Quake mods, written in so-called "QuakeC" code, were compiled directly into virtual machine assembly code. For instance, the Source engine (which powers several Valve games, such as Half-Life 2) can be modified by loading additional DLL files, which are compiled C/C++ code. More often than not, supplementary code must be written for a game engine to be customised as needed. Please note that this is a simplification of a complex topic, as the amount of data-driven code varies from engine to engine. ![]() With some work, Quake could have run a game like Super Mario 64, all without directly changing the code of the engine. And the main character would be rendered there in third person with all of the controls intact and functional. It did not even make the assumption that the game was first-person a user of the engine could pull the camera away to a third-person perspective. It was a first-person shooter, but the game engine was much more flexible. One of the first cases of a true game engine was Quake.
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