• NocturnalMorning@lemmy.world
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    2 days ago

    That doesn’t make any sense.

    Edit: you can downvote me all you want. That’s not how game engines work.

    • Destide@feddit.uk
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      2 days ago

      Frontend UE5 Backend Gamebyro

      If you have the logic to move a square on the screen it’ll work in UE5,Unity etc you just need to map it

    • Ganbat@lemmy.dbzer0.com
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      2 days ago

      It’s the same thing we saw with Halo CE Anniversary on the Xbox 360.

      Edit:

      you can downvote me all you want. That’s not how game engines work.

      Just so we’re clear, that edit wasn’t there when I made this comment. Bro edited in a double-down even after getting real-world examples that are over thirteen years old. It takes a crazy kind of confidence to stare reality in the face and say, “Nah, I don’t like that, so it doesn’t exist.”

      Halo CEA used the original Blam Engine as a backend and Sabre’s engine in the frontend, it just made the new rendering engine toggleable. Sonic Colors Ultimate did the same thing, too: the backend is the Hedgehog engine and the frontend is Godot.

      • NocturnalMorning@lemmy.world
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        2 days ago

        Yeah, I read up on it a bit after making this comment. Kinda crazy that they were able to get Unreal graphics to render as the so called “front-end”. Definitely can’t do that out of the box.

    • deegeese@sopuli.xyz
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      2 days ago

      Which published games have you worked on, and what would preclude those from using separate engines for gameplay and graphics?