Has there ever been game engines or libraries in assembly?

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13 comments, last by 3Ddreamer 10 years, 3 months ago

Part of this is that people didn't really talk much about "engines" before the era of 3D games and especially before the 21st century, where the sheer amount of code that can be reused from game to game increases drastically (due to 3D

I still find a name "engine" as a unpleasant term (personally), the bettter term imo would be a 'subsystem' or something like that

I liked the old term library, in the domain of windows programming

people stopped to call winapi (api) things as a library because it was

part of the system but now i think it eventually can be called library

too

I also somewhat dislike the term SDK, at the beginning of learning this term i also disliked the term 'framework' but now i am not to much angry

on that

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Engine is more descriptive whereas the other terms are too vague. Like a vehicle, the motive source of the operations for a game is typically in the game engine but the computer brain of the vehicle is the game source code.

Personal life and your private thoughts always effect your career. Research is the intellectual backbone of game development and the first order. Version Control is crucial for full management of applications and software. The better the workflow pipeline, then the greater the potential output for a quality game. Completing projects is the last but finest order.

by Clinton, 3Ddreamer

Back when I was writing games in high school using QuickBasic 4.5 all the libraries were written in assembly language. The libraries were mostly for rendering, but often also provided things like better joystick and keyboard handling or high-red, high-color screen modes that QB didn't offer directly. IIRC, some of them offered access to SoundBlaster cards and to extended/expanded memory.

You can probably still find them online if you want to take a look. You could write C-language bindings pretty easily I think, but of coarse you'd have to build your code against DOS. The big one was DirectQB, the other was CosmoX.

There's a part of me that wants to do just that myself some day, as an exercise in nostalgia.

throw table_exception("(? ???)? ? ???");

Engine is more descriptive whereas the other terms are too vague. Like a vehicle, the motive source of the operations for a game is typically in the game engine but the computer brain of the vehicle is the game source code.

subsystem is more clear and general (you could name everything applicable as a subsystem), engine term is at least for me somewhat opaque

what is engine? is this a pack of dll's or something more?

The game engine is everything that propels the development and operation of a game. It typically includes render to screen libraries such as graphics APIs, device input library, sound library, miscellaneous dlls, encoders and decoders, runtime clock. scene graph, compilers, JIT compilers, extractors, installers, effects libraries, physics library, and sometimes a whole workflow pipeline for software development is included but often used are interfaces to outside applications and external software for integrated workflow pipeline. Sometimes only the parts of the game engine needed to execute and play the game are included but sometimes part or all of the development tools are included for developers and modders. Game source code can be distinct from game engine source code, partly integrated, or fully integrated. Packaging only the game coding and game engine libraries needed for game execution and play is the most common distribution to end-users. It is possible to create a game code which interfaces interoperably with two different versions of a game engine. This is sometimes the case when the game code on a new release version of a game is fundamentally the same as the original game code but it is run with a new game engine. Some players have complained that they got tricked by the publisher advertisement when a game was advertised as being built on a new game engine but the actual game structure and function was basically the same. On the other hand, some "once and done" development has the game coding and much of the game engine so integrated that it is either impossible or impractical to separate them.

Personal life and your private thoughts always effect your career. Research is the intellectual backbone of game development and the first order. Version Control is crucial for full management of applications and software. The better the workflow pipeline, then the greater the potential output for a quality game. Completing projects is the last but finest order.

by Clinton, 3Ddreamer

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