3327:'s idea to use an image from a game engine like Unreal Engine or Unity. If you disagree with adding a screenshot from engines like Unreal Engine or Unity because of blatant advertisement, then adding Godot can also be considered as such if we follow this kind of logic. People who are interested to know about game engines should better be exposed to industry-standard tools used by professional game/engine developers and game designers, and not something which has alleged potential or attracts cult-like followings caused by popularity bias, which is typical to Godot community. If Godot's editor image was picked because it's open-source, then this criteria is more ideological rather than pragmatic.
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contract with Bungie after they were purchased by MS), I'd kick it off the list. Max-FX (Max Payne) was only really (to the best of my knowledge) used outside the game once, in 3DMark 2001 (both Remedy and
Futuremark employ several Future Crew coders), and I'd hesitate before putting the Serious Engine on the list, because it's only seen one non-Croteam title to the best of my knowledge (the wacky but forgettable Korean "Nitro Family"). I would put the different versions of the Unreal technology up because there are clear boundaries between their featuresets, and the developer does consider the three currently available branches (2.5, 2X, 3) separate products.
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given engine. That said, the page could and should be even more focused, such to list a engine, then the games that use that engine underneath it. It is very easy to disagree as to what constitues a 'new' engine, so I think a format that shows lineage and specific features would be better. Overall though, what it comes down to is that the fps game engine's need there own page and have out grown this. This page can focus more on the different types of game engine and there interconnectedness and the other topics can be free to grow from based off there current composition.
1417:"FPS engines". Adding Battlefield Vietnam, RTCW and Halo 2, on the other hand, is not justified, unless it is stated clearly what was their significance in terms of engine, compared with other games released at the same time as well as their predecessors (and not just adblurbs from their boxes). As for FEAR and STALKER, they are eagerly awaited, they have clearly superior graphics quality (comparable to or better than current heavyweights HL2 and D3), and they will be released soon. Why remove them?
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Source, CryEngine, but there's probably a handful of others that underpin highly popular current games, or a large number of them. But from this article, it's impossible to know. I appreciate going into this raises a page maintenance problem to keep it current, and might introduce further challenges with NPOV and puffery. However, an article on "Game engines" that doesn't tell the reader what the most important current game engines are is of limited usefulness.
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working on different engines, instead they finish one game and start the next generation one (with few addons in between to cash on the name). There is a limited number of development houses that innovate in engines a lot. FPS games depend very much on the hardware available (so the move from CPU to first simple texturing 3D-cards, to more advanced cards and then to programmable shaders). There are distinct generations, whether you like it or not.
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although other genres' engines were of course just as important in terms of actually making the games. I don't agree that FPS engines are already versatile enough, although it's definitely happening (Unreal for
Lineage, RTS mods for UT2004, and Strife (RPG/adventure) using Doom engine, AFAIR) and will happen in a few years.
1465:(like with unreal, unreal 2 being listed). Just like if your going to include FPS/TPS games like max payne you should include the others too. Also, halo is referred to as a fps game. I think you people are the ones who need to chill, your changing back suggestions that fit with whats already on the page.
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I would like to let you guys know what I am planning to edit this article to see if we are all in the right page. First off, i realized that programming languages are barely talked about in this article, so i would like to add more about the different programming languages that game developers use. I
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Taking into account all above, I propose to add several screenshots: one from an open-source game engine (Godot), and another from a commercial one (Unity). I guess this is the reason why "Free game engines" page used to exist in the first place. The "Game Engine" page should not discriminate against
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My thought is the difference between a workbench and an engine. But certainly, the engine (the model) must lie below the workbench (the view into the engine). We made a distinction with that with our IDE as well. The workbench wouldn't work without the engine, but the engine could work without the
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should be taken down, and the card game builders/makers/engines and other 2D game builders moved to this page. This will take some research to write up the various tools. The distinction I was trying to make was between building/making a game and running a game (you need an engine to run a car, but
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It's a muddy term, but that's what I mean by "a game engine is middleware". Interestingly enough, that article has a disambig link to our middleware section. It would be very useful to find a source (gamasutra?) that specifically mentions this distinction, otherwise it's still OR. (something seems to
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It is poor writing, biased and inconsistent to call Doom's sprites "very simple and pixelated" or Quake II's textures/models "low-res, simplistic and crude" and calling the next generation graphics "extremely detailed" and "advanced". People thought Doom looked realistic in 1993. I'm sure people will
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The
Fleshed-out World (skeletal animation, hardware shaders for special effects, wide usage of hardware transform & lighting): UnrealEngine 2 (Epic Games, UT2003, UT2004, Deus Ex: IW, Postal 2, Lineage 2), that engine used in Morrowind (NetImmerse?), Renderware used in Burnout 3, Lithtech Jupiter
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Well you make some good points and some points I disagree. I had been following the lead of what already was done here, such as engine only used in 1-2 games, and the focus on mentioning games. I would disagree that there is not a focus on engine's, becuase a game title is the actual manefestion of a
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In any case, its not so important if you don't want to change back to that numbering system. Still, I have no interest in believeing incorrect things (as Im sure you don't). I of course agree with much of the information you present (the facts are what they are)- its just the conclusion we differ on.
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Few things I agree with there, few things I don't- the key issue remains that any attempt to draw distinct categories of game generations has serious problems at the borderline. To decide it becomes a bad mix of POV about how advanced the engine is (whether it 'qualifies') and about specific features
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The first generation is extremely distinct. The move from 2D/2.5D to 3D and from sprites to polygonal objects (and from software to hardware rendering) is as distinct as it gets. Ditto for the move from pre-2004 games to the next-generation engines with extensive shader support. When you place UT2004
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The only problem is the distinction between 2nd and 3rd generations, 1-2 and 3-4 are very clearcut. Though I can agree with your argument that calling the sections 1gen, 2gen, etc. may be somewhat misleading. Descriptive names like you suggested before may be better. But I strongly disagree with your
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The concept of generations in engines is used a lot in the press and by developers. Quake was clearly a revolution and so started the 2nd generation. Far Cry, Doom 3, Half-Life 2 are very distinct from previous games and deservedly get called next-generation shooters all the time. Unreal 3 is clearly
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I don't think it's a good idea to use
Blender Game Engine as the only pictorial representation of a game engine on this page. It just distracts people to click on the link to find out what the heck it is, only to find that it was removed from Blender back in 2018. It would make a lot more sense to
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I moved JMonkey out of the graphics engines list and into the game engine list. I also thought that
Gamebryo and RenderWare look like they should be in the graphics engine list instead of the game engine list, but I did not move them since I know little about them. I made that judgement based on the
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What source are you referring to? In general, I am in favour of stating facts or "widely held beliefs" that eventually get sourced, with a {{citation needed}} tag until a reliable source can be provided. I am certainly not a reliable source :-) So, if I came up to the article for the first time, and
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Yes, at least id's
Commander Keen (2D engine(s) the first trilogy engine was used in Duke Nukem (aka Duke Nukum)) and the so called Wolfenstein 3D engine (earlier versions where used in Hovertank 3D and Catacomb 3D, later versions in the Blake Stone series, Rise of The Triad and some others. Between
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The current
Generations organization would work better if things were moved around to their DirectX or OpenGL equivalent feature level. UnrealEngine 1, HL, Q2, and earlier Q3 games (the widespread usage of hardware rendering and colored lighting) are from the DX6-7 era; Battlefield, UnrealEngine 2,
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The few pertinent details can be merged into a paragraph or two of the main article, if suitable. But there may be little available to merge. For example, the first paragraph of "Advantages and disadvantages" is presented as applying to "free game engines", but in actuality is sourced to an article
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Doesn't cite any sources or provide any other clarity on why this should be its own section or why the reader should care. This ought to be gracefully integrated into some other architectural section, especially considering the last bit on composition vs. inheritence, which seems out of place under
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That's not the best way to handle a disagreement. The way it is usually done on
Knowledge (XXG) is that both parties give their arguments, discuss and eventually reach a consensus. But we can't discuss when you refuse to participate and just keep reverting. I gave my arguments several times in edit
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Just my $ .02. Why not get rid of the whole "Generations" thing and present a table with games on one axis and features on another. Earlier games should come first, progressing to more current ones. That way the readers can see how many more features recent games have compared to older ones. If
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BF:V should probably not be in the same category as say HL2, but, it can be with Farcry. What feature sets it apart 'vehicles?' bit-mapped vegetation?. That said, Farcry is probably more advanced overall and could more easily be grouped with HL2. But then where does say, Joint
Operations fit in- or
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You changed "some middleware..." to "middleware...". I don't think that's entirely correct. What it's trying to say that there's middleware that is fairly generic, such as a complete physics engine like Havok, but there are also examples of very focused kinds of middleware, like one that only does
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CPU Usage: this simple example works OK, but will always use all the processor power available. A fast computer might be able to draw the graphics before THREAD 1 has a chance to increase logicTimer. And so, we have two or more back-to-back calls to drawGraphics. This isn't a big deal, but is a
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logicLimiter: very slow computers might not be able to update the logic at the desired speed, even if we skip drawing the graphics completely. By the time doLogic() has finished running, THREAD 1 has already increased logicTime again. We never exit the logic loop, and never call drawGraphics().
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An anon user added an entire "example" section. It seems very POV (that is, the code seems to reflect that user's opinion of a good game engine). I've posted it here for comment before it is reinserted, and actually to discuss whether it should be re-inserted at all. At any rate, it needs to be
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The idea of listing each game that was the first to retail with some feature in a duplicate list or in that one could help aviod this 'less advanced' 'more advanced' problem. Once again, Im well aware of the distinctions that exist between engines- but it just doesn't work out for borderline cases
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Duke Nukem engine was not significantly more advanced than Doom engine. The game was, but the engine was extremely similar (with a few improvements). As for the
Battlefield Vietnam, the year when it was released is irrelevant (just as with DN3D) - only the features and image quality are important.
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For example, Nuke Dukem was released in 1996 the same year as quake, yet it was placed with first generation engines. The game was significantly more advanced the doom. The same issues arises with the battlefield games- bfv was indeed the next iteration of that engine and incorporated significant
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Oh, I thought you were referring to the SpeedTree thing, lol. Well, I definitely don't have anything against using a cit. needed tag until we find a reliable source mentioning the distinction. By definition alone though, wouldn't game engines fall under the middleware term? (Just an FYI, the wiki
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use it. It's not a synonym. It's quite possible that the article doesn't make that clear (so that part needs to be improved). In fact, there are so many problems with this article that I don't know where to start. But that doesn't change the fact that there is a difference between Game Engine and
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Yea it is attractive, just like exaggeration, which is something you seem to enjoy doing as well. I give you the matter of the 96/97 thing in the interests of ending this, but it should be noted that quake still made use of sprites in some cases. Even if bfv or rtcw have the same core engine as a
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There is nothing wrong with mentioning Mafia and GTA 3 somewhere on the page and they definitely made a very strong contribution to the industry, but they simply weren't FPS (just like MP, but at least Max had a very FPS-like gameplay), so they should not be included in the section clearly titled
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Actually, now that I think of it (after reading all your comments on Talk), I realise that I became too focused on FPS engines, even though in the very beginning was supposed to be more general. I think historically the FPS engines were much more important in terms of graphics and realism impact,
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The Polygonal World (3d with rough textures): Quake 1 (id software, used in Hexen 2, Half-Life (w/Quake2 network code) Valve, a bunch of mods), some X-Men game that wasn't very good (the X-Men game is not really a shipped game more like a published Quake mod like Malice, others?) and most of its
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And I will add those that you will miss for one reason or another. :) And I still strongly disagree about your claims about indistinctiveness. This is a crucial matter in evolution of the game engines. The developement cycles are quite long, most devloping companies can't afford having two teams
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Speaking as a gamer with a casual interest, and therefore a Knowledge (XXG) reader not qualified to contribute usefully to this page, I was disappointed there was nothing that identified the most popular current game engines, even as a jumping off point for further reading. I'm aware of Unreal,
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logicTime: is continually being incremented in a separate thread. Whenever it's greater than 0, we need to run doLogic(). So, if it were 6, we would call doLogic() six times in a row. In this case, logicTime is incremented 50 times per second. You can change this by modifying the delay in the
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Personally, I think it should be mostly focused to engines with multiple titles from different developers running on them, otherwise it'll just be a list of arbitrary games selected by us editors :) Since Take Two (Publisher) never used their Halo engine licenses (part of the deal ending their
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As for removing the games from the lists, the question is whether we should build a cross-engine historical narrative, explaining what changed, as all genres were developing (between 1995 and 1998 FPS got this, flight sims got this, driving sims got this, RTS games got this, for example ...) or
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NarerN, I know that claiming that other people don't know anything is an attractive way to argue your point, but you too should seriously get your facts straight and chill out a bit. Don't revert changes to make a point because quite often you are incorrect, and there are good reasons for the
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Your arguments sucked, and I guess you cant read either because I did respond, both in edit summary and here. If you actually knew anything about game engines then I think you'd understand why your arguments aren't even worth responding too. I don't think were going to convince each other of
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I was just passing through while looking at the IP's contributions, and I have to agree. In fact, if it wasn't removed, I would have done it myself. Not only is it full of assumptions, poorly written and the like, I found it to be less like an encyclopedia entry, and more like an essay: "The
2100:"""A very popular and inexpensive game development environment was created beginning in 1999 by Mark Overmars. His Game Maker object oriented interpreter makes development of 2 dimensional games extremely easy. The system can support many game formats including role-playing games (RPGs)."""
1312:(such as those that you mention). While these features either exist or do not, such as pixel shaders, etc. (and I do like it!). they cannot individually be used to determine a 'next generation' since they appear in different palces. To use this bfv we have been talking about as an example-
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These choices of years and generations seems rather arbitrary. If this information can be supported, great. If not, its just making up groupings of games that are often significantly different. I placed the games based on there release date, and the spans of years that were already listed.
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would also like to dabble a little bit more in Virtual and Augmented reality, to see what game engines are used for those realities. One final thing is I would like to improve the Game engines as an Industry section, since there is only one paragraph there and i would like to expand that.
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I had to remove this. It was poorly written, and full of assumptions based one possible design of a game engine. I don't think it improved the article at all. Quite to the contrary, as a matter of fact. If someone disagrees, please post your reasoning here, and we'll go from there. —
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But I agree (finally :) ) with Greyengine5's point that calling the sections "generations" can be a bit confusing (though it does have other benefits, IMO). I still disagree with his claims that there are no distinct generations and I will try to improve that part when I feel like it. :)
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I don't think this is technically correct. A 3D engine is only responsible for graphics while a game engine would be more complete. It may be common for people to use the two inter-changably to mean one or the other but maybe a note should be added to point out the technical difference.
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Ah sorry I missed adding your changes back in! I had meant to go back and look through to see what new stuff was there. Anyway, I am against labeling these as 'generations' of games, as it makes its seem that these are common names for engines (which they are not), among other points.
2388:"Game middleware" only has the first meaning; something that is added to a game engine. "Middleware", is a broader subject however, of which "Game engines" are an example. Yes, there should be an effort made to point out the different meanings; hopefully even including references. --
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First, by reverting you removed other changes that I made, which is not nice. Second, the generations are far from arbitrary, as I explain 3 paragraphs above. And you apparently have nothing against the grouping per se, why then you don't accept calling these groups generations?
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The term 'next-generation' is rarely used in a sense 'next generation of our engine'. Doom3 and Half-Life 2 are very often grouped together as 'next-generation' games and, in Doom3 example in particular, that can't mean 'next generation of our engine', because id had Quake in
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would prefer not to write (as opposed to the things that make their game seminal, such as levels, artwork, textures, animation, sound tracks, etc.). The extreme realization of this idea has been for some game developers to take existing games and simply modify their art
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Seems like an orphaned section that has a bit of out of date ramble that doesn't deserve its own section and has no content worth integrating into the rest of the article. I'm suggesting deleting the whole section and moving the page link to the bottom of the article.
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The Web Server is NOT the game engine, its the middle ware that the Web server serves that is the game engine. I know of NO web servers that stream game engine content, however, online MMRPGs have servers that deliver their content, but the engine runs on the client.
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The Pixelated World, 1st Generation (2.5d with sprite actors, square based): Wolfenstein 3D (Hovertank 3D, Blake Stone 1, Blake Stone 2, Rise of The Triad, Noah's Arc), Ken's Labyrinth (Ken Silverman/Epic Megagames), Shadow Caster (Raven Software, 3d Engine by John
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gfxTime: can be used to calculate the frames per second (FPS). If we are ready to call drawGraphics() and gfxTime is 10, we know that only 5 frames are being displayed each second. This is because it takes THREAD 1 a fifth of a second to increase gfxTime to 10.
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Max Payne, RTCW and later Q3 (hardware T&L, complex particle systems) from DX8; CryTek/FarCry, Source/HL2, Doom 3, and X-Ray/STALKER (hardware pixel/vertex shaders, stencil buffering) to DX9; UnrealEngine 3 and unnamed future engines to the DX10 generation.
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The Detailed World (3d with detailed textures and mainstream use of 3d accelerators): Quake 3 (id software, lots of games), LithTech 1 (Monolith, used in NOLF, others?), UnrealEngine 1 (Epic Games, Unreal, Deus Ex, lots of games), Renderware through the GTA3
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and FarCry next to each other, it's very clear that the engines are very distinct (to say nothing of the games). The leap that happened to a large extent due to programmable shaders is almost as huge in technical terms as the move from 1st gen to 2nd gen.
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When arbitraty categories are made for something that does not have good breakpoints there are problems at the borderline, which is the case here. Also, I cannot find this categorization scheme anywhere else, google searches come up almost nothing.
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I don't get it either. A RT 3D Engine can be seen as a part of a Game Engine (or as a part of a software of other kind, not game, which is misleading). I think we should have a separate article about 3D Engines and a little subsection under game
1911:
When i was shoping for an engine at Jan 2006 prices, Warcraft 3 (hence i linked with my edit) was costing $ US 3 3/4 Million, Oblivion was not open to licences, and the market rate for UE3 is $ 450,000 per seat or unlimted seats for $ 1 Million.
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This isn't actually correct. Programmers prefer to work on the engine. E.g. Carmack couldn't care less about the art and levels. :) Level designers, artists, composers, etc. like to work on other things. Seeing how the link actually pointed to
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yet another generation. The only issue which is not totally clear is the border between 2nd generation and 3rd generation. Also there should be no problem distinguishing a highly modified version of a 'old engine' from a brand new engine.
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So if you have some good articles on game development that has some good support for the 'distinct' groupings things Im not above changing my mind. For now though, it just doesn't seem to work out well when describing these things.
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Personally, due to the way the industry is moving, it's not really worth the effort to focus on FPS game engines, since the big players are versatile enough to not only work in an FPS game, but RTS, MMORPG, and adventure games.
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0) && (logicLimiter < threshold)) { doLogic(); logicTime--; logicLimiter++; }//while logicTime if (gfxTime != 0) FPS = 50 / gfxTime; else FPS = 50; gfxTime = 0; drawGraphics(); }
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engine. So while HL2 is certainly a 'next-generation' after the first, there are a whole bunch of engines in between. If we chose a different companies engine generations then HL and HL2 become the ones stuck in between.
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In this way, the game is split into two parts: the logic and the graphics. This method ensures that the logic will run at the same speed on all computers. Slower computers will display less graphical frames per second.
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Since the next major release of a engine often starts with the core of the old one, the amount of changes that constitute a 'new engine' is a matter of naming. Where a game goes becomes very hard at the boderline.
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NrarerN, Paranoid, you guys should come to a consensus because you've undone each others changes and I like this page too much to see it at the top of my watchlist every day because of some petty squabbling :(
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I would say that edits shouldn't be based around what's already on the page, because for a page about game engines, we should probably focus on the engines themselves and not stuff that's been made with them.
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I disagree with replacing it with Godot's editor image. Godot Engine is not widespread nor representable in the game development industry in contrast to other game engines out there. Therefore, I agree with
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waste of CPU resources. If the logic hasn't changed, then we're just drawing the exact same image twice. It may be desirable to include a check for this, and sleep instead of calling drawGraphics() again.
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The Pixelated World, 2nd Generation (2.5d with sprite actors, sector based): Doom 1/2 (id software, used in Heretic, Hexen, Chex Quest, others?), Build (3D Realms, used in Duke3D, Blood, Shadow Warrior,
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trees (and bushes). While it is true, I'm not sure whether this falls under OR or not: Do we need to say it? Is this specific type of middleware treated in any particular way in reliable sources? --
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First, Unreal Engine 3 was confirmed to be in use for several titles already being developed. Second, the artile is about game engines, not engines used in actual games, so UE3 qualifies in any way.
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summaries and here on the Talk page. The only thing I ask is that you respond to my arguments. Why do you think that your changes are warranted, and why do you think that my arguments were invalid?
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era's in technology, but I don't think the exacting labels work. Another idea for organization would be to list 'firsts', i.e. to list the first game to release with a specific, new technology.
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I agree too, is a complety (althoug inclusive) diferente term. I 3d engine "IS not" a game engine at all, is just abstrac the graphic part only. A 3d engine however, "is a part" of a game engine.
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The Source engine is aviable for steam users using the Source SDK, All basic game codes & Source engine are download-able using this Tool, You can download Source SDK Using the Steam.
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Mutexes: logicTime and gfxTime should be accessed from within mutexes, as they are modified from two different threads. The mutexes are not present in this example to keep things simple.
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that provides a very different definition of "game engine" (the Carmack video is one). I'm sure I could dig up others. It oughtn't be defined too narrowly if our sources can't even agree.
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working on engines, others may only want to work on AI or other game-specific features. That being the case, the statement which was removed is clearly POV and should have been removed.
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1624://THREAD 1 //Loop 50 times per second while (true) { logicTime++; gfxTime++; usleep(20000); } //THREAD 2 while (keepRunning == TRUE) { logicLimiter = 0; while ((logicTime : -->
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logicLimiter makes sure that the graphics are never completely ignored. This slows down the game logic, but that was happening anyways. At least now the user can see what's going on.
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what you added was the only thing I noticed, I would think "citation needed" and "possible or without citation", even though I believe it's true (since I just said it here myself) --
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That is all the plans I have for right now, I might add more, but i will let you guys know. Also let me know if you want something else re-edited in the article, I can have a look.
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Only a small part of it ("the diagonal") would be relevant, the rest would be obvious. Wolf3D obviously didn't have reaslistic water and Quake 4 will have floors as different height.
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I saw similar attempts in the past on the Web. The resulting table would be enormous - at least 30 games with at least 40-50 features. As such it would have a number of problems:
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I agree. I was disappointed by the writing when I saw it, since I remember being blown away by every id title I got my hands on when they came out. Let's NPOV the writing. :-)
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screenshots. They are not very different in quality, because it's the same engine with some tweaks and more eye-candy added because after 2 years average hardware can handle it.
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laugh at Doom 3's (or Unreal 3's) graphics in a couple of years, as will they do if they find a copy of this article. Let's just state the facts instead of making judgements.
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Also, sign your posts. I added your signature above, but you can add a signature with 3 or 4 tildes (~~~ or ~~~~). The latter is preferred, since it also adds a timestamp.
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The Shaded World (continuous shader usage for model detail frequent usage for environmental effects): Doom3 (id software, Quake 4, Prey), Source (Valve, I forget what games)
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Gamebryo and RenderWare wikipedia pages, which make them sound like graphics engines. Could someone who knows more about those two engines make that decision? Thanks.
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Uploaded a textual example of the process a game engine does during an event. Being too lazy to sign up, i couldn't add the image which is available at imageshack here
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Console Style Scrolling World (2d smooth horizonal/vertical scrolling): Commander Keen 1-3 (used in Duke Nukem), Keen Dreams, Commander Keen 2, Duke Nukem 2 and others
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This is rarely true. For big leaps (such as from one generation to the next) the core of the old engine is usually only used during early stages of developement.
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The RAM statement generally. Also disregards the nice points that its provided source actually makes RE: CPU speed vastly outpacing RAM latency improvements.
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motorized tools and robots to make an engine and a car. You can't use an engine to build a car). But perhaps at this point, the distinction is irrelevant.
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I agree with the criticism of the style and the adjectives, but it's still important to state the facts (without what may feel like "derogatory" comments).
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3166:, general google searches, Scholar search, the term isn't really discussed by reliable sources. Much of the article is unrelated sourcing that is handling
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anything, and since which games are listed is somewhat subjective just let all the choices be listed and save ourselves the trouble of talking about this.
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facts, as well as organizational choices; I don't think I'd actually keep any of the text that's present in the article at this moment as the style isn't
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fit specifically for video games, but could only source it to Godot. I concur that what content there is that is actually sourced, could be merged into
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Middleware, at least in the Video game industry (in the broader context of Computing, a game engine would be considered to be a type of middleware). --
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workbench. Would it be possible to define an interface such that different workbenches would work with different engines? Something to think about!
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Any prices need to have a citation. I have never seen the Warcraft 3 engine for sale any where. id Software makes their prices obvious, as does Epic.
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Which game goes where is going to be POV for borderline cases, whereas the release date is not. This is going cause problems, just as it did for us.
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I stopped here. The rest seems to be stubbed out so there's not much to discuss other than the layout / organization, which I'm not sure about yet.
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new features. Granted, it was more evolutionary in its changes- but it was released in 2004, which placed in the next section of your categories.
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ones. The prices for high-end commercial engines vary, though. They are very often tied to the expected number of units to sell (not strictly a
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I disagree that generations are indistinct. The feature sets and, especially hardware/DirectX generations are quite distinct. Moved games around:
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you really want the "Generations" thing in, you can have thicker borders between the generations in the table to emphasize the leaps. Peace. :-)
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The issues is that while one developer can indeed say he has a 'next-generation' game, its only what he is calling the the 'next-generation' of
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about Godot. The pros/cons are present as being about Godot, not all free game engines. The second paragraph? Almost entirely unsourced/OR. --
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If you would like too add on to it, or completely get rid of it, be my guest, this is a open source after all. Im just letting you guys know
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No opposition. I added an image of Unreal Engine (Blueprints). The rationale is that Godot removed visual scripting starting from Godot 4.0.
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copyedited and probably converted to pseudo-code and should be inserted near the end, not near the top where it was: --Begin pasted section:
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There are games released today that are still stuck in the 2nd generation (some poorly done budget titles). The year is not a good indicator.
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I've done some investigating of prices. I haven't seen any "high end" game engines for $ 10,000....can someone name the one in question?
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When you have finished reviewing my changes, you may follow the instructions on the template below to fix any issues with the URLs.
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It would probably be best to only talk about engines that have titles confirmed using them, which means no UnrealEngine 3 talk yet.
2945:"Frameworks will usually do the main game loop for the developers." - Frameworks again. What do they have to do with anything here?
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A game engine is the core software component of a computer or video game or other interactive application with real-time graphics.
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use an image of a contemporary leading engine (or a groundbreaking early one). How about an image of UE or Unity or something?
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https://web.archive.org/20131017044354/http://adlcommunity.net/file.php/36/GrooveFiles/Games%20Madison/report%20Middleware.pdf
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Generally, again, a little odd sitting out here, it needs build-up and placement inside an architecture section or something.
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I'd like to help more, though my current thoughts on "help" do amount to undoing much of what's new in the article. --
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Here's an abbreviated list of a possible outline with over-dramatic titles and mostly engines used for multiple games:
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https://web.archive.org/web/20110108073502/http://www.m-trends.org:80/2008/01/mobile-and-wireless-trends-for-2008.html
1947:, it is only a game web server and not a general purpose web server. I'd get some other people's opinion on this... —
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Nothing here or in the article refrences the a text based game engine made by Infocom, called the Z-Machine. Pbbbbt!
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to delete these "External links modified" talk page sections if they want to de-clutter talk pages, but see the
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to delete these "External links modified" talk page sections if they want to de-clutter talk pages, but see the
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Middleware sits "in the middle" between application software that may be working on different operating systems.
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Removed references to Apple and Iphone since Iphone does not support game development using managed languages.
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I removed the following links because I thought they bore little relevence to the topic and were mostly spam:
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Isn't correct. Unity's GameObject is equivalent to UE's AActor; Unity's Object is equivalent to UE's UObject.
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I couldn't find anything about Warcraft III being licensed for 3.75M USD ... Citation or more details please
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claims that there is only gradual evolution with no distinct generations, because that simply isn't the case.
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I added onto the game engines as a industry, plus added a new section discussing the future of game engines
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You're right, it makes sense to place the engine first and the actual games second, given the article topic.
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Per nomination. The section on "Advantages and disadvantages" reads almost like someone was trying to make
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when comparing all the games. I think that groupings would have been popularized by now if it worked well.
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Hi! I've removed the cvg "terminology" category from this article as part of the portal project discussed
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the Wolf3d and Doom Raven Software licensed an 3d engine by id Software's John Carmack for Shadow Caster.
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painkiller? Which brings me back to my point- the feature set and improvements in feel, are to gradual.
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If you have discovered URLs which were erroneously considered dead by the bot, you can report them with
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If you have discovered URLs which were erroneously considered dead by the bot, you can report them with
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on Knowledge (XXG). If you would like to participate, please visit the project page, where you can join
3259:. There was no specific content to merge that had suitable sourcing, as noted in the nom statement. --
3056:. If you have any questions, or need the bot to ignore the links, or the page altogether, please visit
3006:. I have tried to make some improvements, but I agree the style isn't quite right. Feel free to revert
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is wrong, and it's even directly contradicted by the Carmack video, where he's specifically comparing
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1789:. The remaining categories cvg "development" and "game engines" cover it I think. Glad to discuss! --
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data-driven, even if you want to make some degree of data-driven architecture part of the definition.
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Could that be folded into this article? It's bare-bones as it is, and includes very few sources. --
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I have a question why isn't this labeled as a game engine. It is used to create 2D fighting games.
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If so, there should be an effort made within the article to point out these different meanings. --
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This article was the subject of a Wiki Education Foundation-supported course assignment, between
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This article was the subject of a Wiki Education Foundation-supported course assignment, between
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before doing mass systematic removals. This message is updated dynamically through the template
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before doing mass systematic removals. This message is updated dynamically through the template
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Is like a engine from auto redirects to auto, is two diferent stuff. New arctile must be form.
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2871:(he provides idtech and UE as examples) to game libraries (bringing up Criterion and Argonaut).
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Well thats all, I will try and add back in some of the changes you made before that were lost.
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Nystrom, Bob. "Component". Does not even attempt to support the assertion it's being used for.
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None, NONE of these links add to the article, but they could. Thanks for putting them here...
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Well we have a disagreement. Lets handle it this way: I will leave yours and you leave mine.
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appreciate that a lot of the synthesis and irrelevancy has been stripped from the article.
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So you're essentially saying that there are two possible definitions for game middleware?:
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http://adlcommunity.net/file.php/36/GrooveFiles/Games%20Madison/report%20Middleware.pdf
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code/signatures weren't working because you opened a nowiki tag without closing it). --
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If you found an error with any archives or the URLs themselves, you can fix them with
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If you found an error with any archives or the URLs themselves, you can fix them with
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Here is a reference that discusses game engines. Maybe you can use it in the article?
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Placed back Stalker - someone is going to write an article on it sooner or later. :-)
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surely needed to be trimmed, but this seems to have gone a bit too far and dropped
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Here's the webpages on the licensing of a few specific popular "high end" engines:
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We need to include the card engines and the grid engines on this page somehow.
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Includes overview of graphics development in video games till 2003 (Powerpoint)
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create separate subsections (with different narratives) for other engine types.
3088:. No special action is required regarding these talk page notices, other than
2718:. No special action is required regarding these talk page notices, other than
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specialize in one thing and a regular game engine? Per the info stated under
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If anyone disagrees, state your reasoning and add them back in. Peace. :-)
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Changes to the list of game engines and the list of "graphics-only" engines
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Very little if any independent coverage of "free game engines". Searching
2885:. A framework is not an API, they are not interchangeable terms. The term
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get fed into a build system and voila, game. This is skipping out on the
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Video Games and Interactive Media: A Glimpse at New Digital Entertainment
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I wanted to let you guys know that I have finished editing the article.
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http://www.m-trends.org/2008/01/mobile-and-wireless-trends-for-2008.html
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Generally. Why does this exist? Also a very confusingly-written section.
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after the link to keep me from modifying it. Alternatively, you can add
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My page, Game Integrated Development Environments and Card Game Engines
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Not good. It is better to discuss design than list arbitrary examples.
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I do like breaking it up loosely though, and, certainly there can be
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I don't think all game programmers have the same preference: some may
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Free and open-source software#FOSS benefits over proprietary software
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engine costs $ 5000." The cost is contingent on a number of factors.
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The software design for a standard engine looks something like this:
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Wiki Education assignment: Digital Media and Information in Society
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and only split out when warranted by an overabundance of sourcing.
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to keep me off the page altogether. I made the following changes:
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older game, there nothing wrong with putting it again as that was
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gutting the old article myself, I really did not like it either.
2939:"The simulations are therefore numerical" - what does that mean?
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from the general concept of game engines. Should be covered in
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Game engines themselves within the broader context of computing
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Battlefield is not 4th gen, Vietnam is the same engine as 1942.
2878:. You can't link to the documentation for UBT to support this.
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be wrong with signing right now, I hope it works this time --
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So exactly what's the difference between game middleware that
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Seems to imply they are, but game engines aren't necessarily
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Were there any commercially viable game engines before Doom?
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When you have finished reviewing my changes, please set the
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Currently 3d Engine redirects to Game Engine and also this
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for additional information. I made the following changes:
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and other considerations. So, one really can't say, "The
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http://www.unrealtechnology.com/html/licensing/terms.shtml
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for individual engine details, not the topic in general.
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The "modular" vs. "monolithic" line is big. It's also a
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I have just added archive links to one external link on
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Knowledge (XXG) level-5 vital articles in Everyday life
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No opposition after nearly 2 months, I have redirected
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http://www.stainlesssteelstudios.com/EngineLicense.html
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I agree. I did a quick search on Commons and found an
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the Blender image in the article with the Godot one.
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A practical definition of a game engine is what most
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Wiki Education Foundation-supported course assignment
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This article needs a section on the state of the art
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MySQL and Unreal's Editor are equated at some point.
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with a new user. Mind, I was considering eventually
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2722:using the archive tool instructions below. Editors
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Computer and video game terminology category change
2901:that might have been useful from the old version.
2889:is thrown around later on in strange ways as well.
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1840:(lowest price: $ 250k + some amount of royalties)
3217:. Sources do not describe libre game engines as
2516:To the "See also" section? No objection here. —
3495:Knowledge (XXG) vital articles in Everyday life
3078:This message was posted before February 2018.
2708:This message was posted before February 2018.
1844:http://www.touchdownentertainment.com/home.htm
1826:http://www.idsoftware.com/business/technology/
3530:Knowledge (XXG) pages referenced by the press
2340:is not a game engine; recent versions of the
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1846:($ 10k "per seat" + $ 10k upon game release)
2952:section doesn't say why you need to either.
750:Lego Indiana Jones: The Original Adventures
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2557:Game Integrated Development Environments
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1097:Above undated message substituted from
1054:"Hardware Home: Quake 3 Engine Tribute"
684:Pokémon Sword and Shield Expansion Pass
126:Knowledge (XXG):WikiProject Video games
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2906:assets are all you need to make a game
2779:Several issues with the recent rewrite
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3274:replace image of Blender Game Engine
2800:I'm trying to focus specifically on
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1561:Too point in time of writing-centric
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499:Five Nights at Freddy's: Help Wanted
106:This article is within the scope of
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1052:Andrew Flores (November 1, 2005).
870:The Legend of Zelda: Majora's Mask
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3052:. Please take a moment to review
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1713:Great Game Graphics... Who Cares?
1044:mentioned by a media organization
3525:WikiProject Video games articles
3382:. Further details are available
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2881:Yes, Engines have APIs. They're
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3016:06:47, 23 September 2015 (UTC)
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2863:Stating that game engines are
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1730:List of Adventure Game Engines
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120:and see a list of open tasks.
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2918:Uses in-line external links.
2601:00:42, 5 December 2012 (UTC)
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2555:It would seem like my page,
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2231:following paragraphs" e.t.c.
2090:17:39, 9 December 2008 (UTC)
2057:20:58, 7 November 2006 (UTC)
1979:11:16, 4 February 2011 (UTC)
1904:17:00, August 26, 2005 (UTC)
1803:Thanks for the explanation.
1799:20:06, 2005 August 20 (UTC)
1774:11:21, 4 February 2011 (UTC)
1690:02:03, 5 November 2011 (UTC)
1111:22:01, 16 January 2022 (UTC)
439:Featured content candidates
3515:C-Class video game articles
3146:15:31, 7 January 2017 (UTC)
2812:enough. I don't mean to be
2797:, I feel I ought to reply.
2774:08:44, 30 August 2015 (UTC)
2619:20:59, 17 August 2014 (UTC)
1808:20:15, 20 August 2005 (UTC)
1532:(Monolith, NOLF2, Tron 2.0)
854:No did you know nominations
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3269:13:03, 4 August 2022 (UTC)
3250:07:21, 4 August 2022 (UTC)
3109:(last update: 5 June 2024)
3045:Hello fellow Wikipedians,
2739:(last update: 5 June 2024)
2680:|deny=InternetArchiveBot}}
2655:Hello fellow Wikipedians,
2525:12:56, 15 April 2011 (UTC)
2511:03:21, 15 April 2011 (UTC)
1956:15:28, 17 April 2006 (UTC)
1938:00:40, 15 April 2006 (UTC)
1914:I DO NOT WANT MY NAME HERE
1850:http://www.renderware.com/
1663:15:34, Mar 24, 2005 (UTC)
858:Reviews and reassessments
152:project's importance scale
3318:01:07, 31 July 2022 (UTC)
3289:00:56, 31 July 2022 (UTC)
3234:23:37, 12 June 2022 (UTC)
3210:19:58, 12 June 2022 (UTC)
3184:19:01, 12 June 2022 (UTC)
2998:Thanks for your feedback
2860:side of game development.
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2431:19:44, 7 March 2011 (UTC)
2413:19:20, 7 March 2011 (UTC)
2398:17:29, 7 March 2011 (UTC)
2384:16:23, 7 March 2011 (UTC)
2355:13:18, 7 March 2011 (UTC)
2332:13:02, 7 March 2011 (UTC)
2274:Natkin, Stéphane (2006).
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1751:July 4, 2005 00:51 (UTC)
1589:14:29, Oct 28, 2004 (UTC)
1574:06:27, 28 Oct 2004 (UTC)
1548:23:00, 31 Oct 2004 (UTC)
1429:20:45, 31 Oct 2004 (UTC)
1400:04:47, 28 Oct 2004 (UTC)
1344:14:53, Jul 22, 2004 (UTC)
1328:00:22, 2004 Jul 22 (UTC)
1269:14:38, 2004 Jul 21 (UTC)
1218:23:54, 2004 Jul 20 (UTC)
1210:22:24, 20 Jul 2004 (UTC)
1191:18:58, 19 Jul 2004 (UTC)
1164:18:44, Jun 25, 2004 (UTC)
1145:21:24, 10 Jun 2004 (UTC)
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511:Good article nominations
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2234:So, I have no issues. --
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1986:Game Engine VS 3D Engine
1868:Well, there is also the
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1600:16:45, 31 Oct 2004 (UTC)
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1447:16:37, 1 Nov 2004 (UTC)
1438:22:29, 31 Oct 2004 (UTC)
1421:16:45, 31 Oct 2004 (UTC)
1381:00:00, 6 Aug 2004 (UTC)
1370:19:11, 22 Jul 2004 (UTC)
1307:19:07, 21 Jul 2004 (UTC)
1227:08:17, 21 Jul 2004 (UTC)
712:The King of Fighters '99
622:Pokémon Sword and Shield
536:Puff-puff (onomatopoeia)
463:Mario Party: The Top 100
3200:in a paragraph or two.
3041:External links modified
2849:as "assets" is strange.
2651:External links modified
2546:17:48, 6 May 2012 (UTC)
1680:That example is awful.
1556:07:14, 1 Nov 2004 (UTC)
1484:02:21, 2 Nov 2004 (UTC)
1456:18:11, 1 Nov 2004 (UTC)
906:A Space for the Unbound
802:The Great Giana Sisters
420:Minecraft – Volume Beta
180:Video games WikiProject
165:Video games WikiProject
109:WikiProject Video games
3485:C-Class vital articles
1652:--End pasted section.
1042:This article has been
993:translation from japan
736:Fan-made Pokémon games
316:SuperBot Entertainment
3414:Editing possibilities
3386:. Student editor(s):
3219:independently notable
2865:a series of libraries
2150:comment was added by
2140:13: Mugen Game engine
1089:. Student editor(s):
937:Articles that need...
43:on Knowledge (XXG)'s
36:level-5 vital article
3429:Thanks for reading,
3090:regular verification
2786:. Since the author (
2720:regular verification
2705:to let others know.
2666:. If necessary, add
2362:A piece of software
1886:Slavegirls of Phobos
1452:changes being made.
1385:Content Disagreement
574:Shin Megami Tensei V
436:No major discussions
3080:After February 2018
3002:Consumed Crustacean
2984:Consumed Crustacean
2950:Semi-fixed timestep
2710:After February 2018
2701:parameter below to
2609:Consumed Crustacean
1943:IMHO, no. Unless,
1828:(a little outdated)
1725:Gamemaker home page
1695:Removed extra links
1634:usleep() function.
1497:Engine Before Doom?
1204:Battlefield Vietnam
132:video game articles
3384:on the course page
3151:Proposed merge of
3134:InternetArchiveBot
3085:InternetArchiveBot
2715:InternetArchiveBot
1870:Torque Game Engine
1735:PTK 2D game engine
1463:already being done
1087:on the course page
660:Yoshi's New Island
101:Video games portal
45:content assessment
3110:
2992:
2772:
2740:
2647:
2635:comment added by
2617:
2591:comment added by
2569:comment added by
2208:
2194:comment added by
2171:Licensing Engines
2167:
2121:
2107:comment added by
2080:comment added by
2018:
2004:comment added by
1969:comment added by
1795:
1764:comment added by
1608:Example any good?
1065:
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1016:
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433:Other discussions
394:Merge discussions
3537:
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3392:article contribs
3381:
3380:14 December 2023
3377:
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3257:free game engine
3232:
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3153:Free game engine
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2767:Talk to my owner
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1200:Battlefield 1942
1170:Game Generations
1139:game programmers
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920:(NES video game)
863:
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3094:have permission
3084:
3058:this simple FaQ
3043:
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2999:
2933:Main Game Loop
2840:in this article
2787:
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2724:have permission
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2538:150.155.129.251
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2179:Generic example
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1925:Web-based Games
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1079:16 January 2019
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3450:Hey everyone
3446:Edit finished
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2957:Optimization
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2925:this heading.
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2845:Referring to
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3189:
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2869:game engines
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2734:source check
2713:
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2654:
2631:— Preceding
2628:
2587:— Preceding
2583:
2565:— Preceding
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1995:
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935:
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767:
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739:
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673:
649:
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632:Pixel Piracy
611:
608:Miner 2049er
597:
553:
539:
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498:
486:
474:
462:
450:
384:
381:participants
378:
365:
362:participants
359:
349:participants
346:
336:participants
333:
329:Ryo Sakazaki
320:
310:participants
307:
297:participants
294:
284:participants
281:
271:participants
268:
258:participants
255:
245:participants
242:
147:
107:
51:WikiProjects
34:
3302:. I've now
3245:Dissident93
3198:Game engine
3157:Game engine
3050:Game engine
2838:one source
2806:unsupported
2660:Game engine
2518:Frεcklεfσσt
2503:Caspar esq.
2447:Quote from
2215:Frecklefoot
2190:—Preceding
2127:Frecklefoot
2103:—Preceding
2076:—Preceding
2027:Frecklefoot
2006:Quantum1024
2000:—Preceding
1965:—Preceding
1949:Frecklefoot
1898:Frecklefoot
1882:source code
1874:open source
1760:—Preceding
1745:Frecklefoot
1657:Frecklefoot
1583:Frecklefoot
1338:Frecklefoot
1326:Greyengine5
1267:Greyengine5
1216:Greyengine5
1158:Frecklefoot
1083:22 May 2019
981:screenshots
698:Async Corp.
522:Donkey Kong
400:Screen Rant
323:participant
178:Summary of
167:open tasks:
163:Summary of
123:Video games
114:video games
70:Video games
3479:Categories
3141:Report bug
3008:Alanhaugen
2904:Again the
2847:game logic
2810:summaryish
2790:Alanhaugen
2593:64.5.67.75
2571:64.5.67.75
2470:Renegade78
2449:Middleware
2423:Renegade78
2376:Renegade78
2324:Renegade78
2310:Middleware
2290:1568812973
2247:References
2185:imageshack
1863:ChristianB
1260:indistinct
1131:resources.
943:assessment
788:River Raid
475:The Sims 4
424:discussion
414:discussion
404:discussion
374:Vector TDx
264:Butterfree
182:open tasks
3400:Stevesuny
3325:DKEdwards
3281:DKEdwards
3124:this tool
3117:this tool
2887:framework
2876:synthesis
2824:The lede
2802:incorrect
2760:Cheers. —
2754:this tool
2747:this tool
1706:SpeedTree
975:cover art
969:infoboxes
646:Ether One
584:Justin Yu
487:Smash Hit
39:is rated
3305:replaced
3130:Cheers.—
2899:anything
2883:software
2836:at least
2829:strictly
2670:cbignore
2633:unsigned
2589:unsigned
2567:unsigned
2458:Nczempin
2438:Nczempin
2405:Nczempin
2390:Nczempin
2347:Nczempin
2204:contribs
2192:unsigned
2160:contribs
2152:Agentsix
2148:unsigned
2117:contribs
2105:unsigned
2078:unsigned
2014:contribs
2002:unsigned
1967:unsigned
1931:Hattrick
1762:unsigned
1719:The List
1598:Paranoid
1554:Paranoid
1546:BonzoESC
1520:others?)
1516:Carmack)
1482:BonzoESC
1454:BonzoESC
1436:Paranoid
1419:Paranoid
1398:BonzoESC
1379:BonzoESC
1368:Paranoid
1305:Paranoid
1274:between.
1225:Paranoid
1208:Paranoid
1189:Paranoid
1143:Paranoid
1103:PrimeBOT
1091:Dwylrcbc
999:creation
386:relisted
367:relisted
251:Dokibird
3298:of the
3164:WP:VG/S
3054:my edit
2895:History
2770::Online
2699:checked
2664:my edit
2320:Purpose
2316:doesn't
2284:p. 97.
2046:engine.
2023:Be bold
1935:DMurphy
1878:royalty
1814:Prices?
1791:Sitearm
1708:website
1669:Fredrik
1617:Example
1568:Fredrik
1524:progeny
1491:NrarerN
1467:NrarerN
1445:NrarerN
1427:NrarerN
1004:merging
983:(8,818)
963:cleanup
816:Pikachu
290:Neo Geo
212:vg talk
202:history
150:on the
41:C-class
3347:Xrayez
3333:Xrayez
3261:ferret
3176:ferret
2914:Agents
2854:assets
2818:boldly
2678:nobots
2253:SharkD
1704:IDV's
1528:series
987:photos
918:Tetris
277:Bidoof
217:alerts
47:scale.
3296:image
3239:Merge
3215:Merge
3190:Merge
3155:into
2908:thing
2814:rough
2419:WP:OR
2338:Havok
2054:Krahd
1945:maybe
1237:there
995:(190)
977:(249)
836:start
822:start
808:start
794:start
770:start
756:start
742:start
728:start
704:start
690:start
676:start
652:start
638:start
614:start
600:start
564:Birdo
556:start
542:start
528:start
222:purge
207:shell
192:watch
28:This
3467:talk
3437:talk
3404:talk
3378:and
3351:talk
3337:talk
3314:talk
3285:talk
3265:talk
3229:czar
3206:talk
3180:talk
3168:WP:V
3032:talk
3012:talk
2989:talk
2858:code
2804:and
2703:true
2641:talk
2614:talk
2597:talk
2575:talk
2542:talk
2522:Talk
2507:talk
2474:talk
2462:talk
2442:talk
2427:talk
2409:talk
2394:talk
2380:talk
2364:used
2351:talk
2328:talk
2286:ISBN
2257:talk
2219:Talk
2200:talk
2156:talk
2131:Talk
2113:talk
2096:NPOV
2086:talk
2031:Talk
2025:. —
2010:talk
1975:talk
1953:Talk
1902:Talk
1797:Talk
1787:here
1770:talk
1749:Talk
1686:talk
1673:talk
1661:Talk
1587:Talk
1572:talk
1342:Talk
1202:and
1162:Talk
1151:love
1107:talk
1081:and
989:(66)
971:(21)
232:AfDs
197:edit
187:view
142:High
3394:).
3098:RfC
3068:to
2728:RfC
2690:to
1101:by
965:(8)
959:(0)
949:) (
924:rev
911:rev
899:nom
887:nom
875:nom
782:nom
716:nom
664:nom
626:nom
588:nom
578:nom
568:nom
504:nom
492:nom
480:nom
468:nom
456:nom
3481::
3469:)
3439:)
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3182:)
3111:.
3106:}}
3102:{{
3034:)
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2977:do
2975:I
2741:.
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2732:{{
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2668:{{
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2217:|
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2202:•
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2115:•
2088:)
2052:--
2029:|
2016:)
2012:•
1977:)
1951:|
1900:|
1896:—
1861:--
1805:Rl
1794:|
1772:)
1747:|
1743:—
1688:)
1671:|
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1655:—
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1570:|
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53::
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