(Replying to PARENT post)
Including the editor tools and asset pipeline into the term "game engine" has only really become fashionable after Unity became so incredible popular, from that moment on, Unity and 'game engine' became synomymous and everybody else (including Unreal) copied the Unity workflow model. Most of the team works in the integrated editor tool in Unity most of the time, thus the editor tool has become synonymous with "engine" but it is actually the "factory line". But this integrated game development model isn't the only possible model just because it has become so popular.
It's just as well possible to create a mainly "programmer driven" game engine where tools are only used to provide the asset data, but the actual game is fully built in code (IMHO it would be much less confusing if the term 'engine' would only be used for the runtime parts that actually 'drive' the game).
(Replying to PARENT post)
What you're talking about is a particular type of game engine: a tool with integrated editor, AAA 3D renderer, and which is general-puropose enough to support many different types of games built on top of it. That's a very very narrow way to define game engines, and imo it creates the wrong impression that games are this infinitely complex medium which it takes hundreds of people to work on at the most basic level.
I think the author's definition is also too narrow, but it's perfectly valid to get into game engine development through small toy engines which are built from the ground up by one person.
(Replying to PARENT post)
Maybe it is also worth noting, that there is a difference between a AAA monstrous game engine - and a simple one for casual browser games and the like?
So there might be even value in an article from a beginner covering only the basics?
(but I do agree, that the teaching was in a style overly confident not warranted)
(Replying to PARENT post)
Is Box2D not a "real" physics engine but a toy physics engine because it's not simulating physics in 3 dimensions?
Games are games and there are a multitude of categories and multiple different dimensions how to judge any particular game or its engine. Saying that something is not a real game engine because it doesn't meet some random narrowly defined criteria is pointless.
(Replying to PARENT post)
If an indie author finishes a game on their own steam, without using a popular decades-old engine, I want to hear how they've focused their perspective to make it work.
(this is the engine the author made: https://github.com/untoldengine/UntoldEngine)
(Replying to PARENT post)
For example, you need exactly none of the things you just described you make Flappy Birds.
Hell, insisting that a game engine isn't a "real" engine unless it can render 3D graphics on a GPU ignores such a huge swatch of games it's hard to know where to even start.
(Replying to PARENT post)
Yet there also exists a sea of inexperienced programmers jumping straight into "engine dev". They have none of the critical production experience which drives quality engines. This flood of enthusistic yet unprepared engineers causes a bipartite population. With the majority of public articles or YouTube presentations coming from those least prepared to speak with knowledge.
If you want to become a game engine dev your first step should be joining a studio as a gameplay programmer. No one wants to use an engine written by someone who does not know how to make games.
(Replying to PARENT post)
I agree with your points on a renderer is not an engine, though.
(Replying to PARENT post)
Even playing sounds and music at the right time will likely trip most people up
(Replying to PARENT post)
(Replying to PARENT post)
And the AI(algorithms) is also a considerable part of the engine? Or does each game develops everything related to the AI from scratch?
(Replying to PARENT post)
>Math Engine >Rendering Engine >Physics Engine
Why do people keep repeating this? A game engine is a monstrous piece of software from which the renderer or the physics is just a tiny part.
Ogre is not a game engine. Unreal, Unity, CryEngine, Frosbite are game engines.
Even implementing a quality renderer is quite an undertaking. Knowing some OpenGL and some basic math is far from being enough. You have to know the graphic pipeline, the GPUs, the CPUs by heart. And be up to date with new techniques employed in graphics, where new things are being discovered daily. You have to read last papers published by Nvidia, AMD and Intel.
I saw many people dabbling with graphics that "built" game engines, when in reality they implemented some toy renderers.
I would be cautious about someone who hardly knows OpenGL teaching others about game engines.
It is like someone learns a few Javascript keywords and starts teaching others compilers.