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Production Game Engines
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Production Game Engines

Modern engine architecture:

Modules:

  • Core: math, memory, file I/O, threading.
  • Renderer: 2D, 3D, postprocessing.
  • Physics: 2D, 3D.
  • Audio: 2D, 3D.
  • Input: keyboard, mouse, gamepad, touch.
  • Animation: skeletal, sprite.
  • Asset pipeline: import + bake assets.
  • Networking.
  • Editor.
  • Scripting.

Asset pipeline:

  • Source assets: PNG, FBX, WAV.
  • Baked assets: texture atlases, compressed audio, mesh formats.
  • Loaded into runtime.
  • Hot reload during development.

Editor:

  • Visual scene editing.
  • Inspector for components.
  • Asset browser.
  • Play mode in editor.
  • Custom tooling.

Build pipeline:

  • Compile code.
  • Bake assets.
  • Package per platform (Windows, macOS, Linux, console, mobile).
  • Code signing.

Cross-platform:

  • One codebase, many targets.
  • Per-platform code: input, file paths, threading.
  • Per-platform builds: x86, ARM, console-specific.

Performance:

  • 60 FPS = 16.67 ms.
  • AAA target: 30-60 FPS @ 4K, hundreds of thousands of triangles.
  • Critical: efficient draw calls, asset streaming, multithreading.

Common engine choices for indies:

  • Unity: 2D + 3D, easy curve, big asset store.
  • Unreal: AAA visuals, blueprint scripting.
  • Godot: free, lightweight, growing.
  • GameMaker: 2D-focused, simple.
  • Bevy: Rust-based ECS, no editor yet.
  • Custom: full control, much more work.

When to roll your own:

  • Highly specialized (custom physics, novel rendering).
  • Constrained platform (homebrew, retro).
  • Engine architecture is the goal (learning).

When NOT to:

  • Shipping a game on time.
  • Standard 2D/3D needs.
  • Multi-platform.

For learning: build your own toy engine (~5000 LOC). Learn the architecture. Then ship games on Unity/Godot.

Build your own X is the better learning approach. Build a real game on a real engine to ship.

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Production Game Engines — Build a Game Engine