User:Dwylrcbc/Game Engine Sandbox

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Game engines as an industry
Producers of game engines decide how they allow users to utilize their products. Just as gaming is an industry, so are the engines they are built off of. The major game engines come at varying prices, whether it be in the form of subscription fees or license payments.

One of the major game engines used to create several notable games such as Fortnite, PlayerUnknown's Battlegrounds, and Life is Strange 2, the Unreal Engine 4 adopted a free-to-use structure with a royalty on all game sales using this engine. Although the differences among the different game engines blur as they are built upon during the game creation process, different game developers may either be too used to a system to change, or attracted by the huge benefits of such engines regardless of pay-walls.

Another game engine currently bringing in a notable income would be the Unity engine, utilizing a similar pay module to the aforementioned Unreal Engine. This engine is the one behind games such as Rust, Subnautica, and Life is Strange Before the Storm.

Among the other game engines available, Unreal Engine and Unity are often compared and considered competitors on the business side of game engineering.

First-person shooter engines
A subset of game engines are 3D first-person shooter (FPS) game engines. Groundbreaking development in terms of visual quality is done in order to get FPS games to its current standard. The level of detail that is emphasized in these games have become increasingly precise, something that engines focused on flight and driving simulators and real-time strategy (RTS) games don't contain.

The development of the FPS graphic engines that appear in games can be characterized by a steady increase in technologies, with some breakthroughs. Attempts at defining distinct generations lead to arbitrary choices of what constitutes a highly modified version of an "old engine" and what is a brand-new engine.

The classification is complicated as game engines blend old and new technologies. Features that were considered advanced in a new game one year become the expected standard the next year. Games with a mix of older generation and newer feature are the norm.