Essentially the ‘base’ of most games which they then build off of into games. Usually graphics and developer tools is the biggest deciding features of game engines as 3D graphics and tool development has become so incredibly advanced, that building it from scratch would take *a long* time. Most game engines today range from 15 to 25 years old. A common misconception is that Unreal 4 is a new engine from Unreal 5, but they are the same, just updated.
The issue with game engines is that they come with features that are hard to remove which can negatively affect performance or force workflows you don’t want to follow, thats why you can make your own engine, building off of a framework(a far more naked base, essentially) or entirely from scratch to cram as much efficiency as possible. This is feasible if your game is 2D.
However in those cases it might happen that the engine *is* the game, when the engine is so hyperspecialized for a particular game, such as the games Noita and Factorio. As a matter of fact, Unreal Engine to this day, still has some code from back when it was the game *Unreal Tournament*. So it goes to show that the line between game and engine isn’t that sharp.
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