There are a bunch of fundamentally different approaches to designing game engines, and every single one is very different in that regard. There’s no way to find a common denominator.
calzone_gigante@lemmy.eco.br 1 year ago
I hope that shit spark interest in decoupling things, your whole project depending on a single tool is very dangerous, and foss engines should try to agree on some standards to discourage vendor lock-in.
anlumo@lemmy.world 1 year ago
MotoAsh@lemmy.world 1 year ago
It’s a core part of any game. You basically CANNOT not make it a core part of the product.
Cypher@lemmy.world 1 year ago
At the point where you can write a “generic” wrapper for switching game engines you could damn near write your own engine.
MotoAsh@lemmy.world 1 year ago
Yep, and people try. It’s how a bunch of APIs come about, even. A good framework these days is just extra on further frameworks, like ReactJS is just a nice gap-filler between javascript and html.
Things standardize as best and as quickly as they can, but an entire game engine is… a lot more complex than a web page.