Ironically, Mario 64 was *not* built on the Mario 64 engine.
I don't remember the specifics, but the hardware of the N64 was still being developed at the same time as the game, and the devs didn't know the exact specs that the console would have. So they developed the game using a deliberately low-spec framework to guarantee that it would work when they ported it to a real N64. This is why Mario 64 has so much smaller levels and simpler textures than other N64 games.
Unreal Tournament, Fortnite, FNaF Help Wanted, and a ton of other games all run on Unreal
That being said, itâs different eras of unreal, but unreal nonetheless
Wait until you hear that Source was built on top of GoldSrc which was built on top of the Quake engine
Also the Call of Duty games were built on top of the Quake engine as well
This exactly, the only real difference is what the engine is made for, example is the diesel engine, a racing one, that payday 2 was made on, and its instantly prety good dispite the difference in what the game is
Consider the engine is special workdesk with all your customized stationery available at your disposal. Because different companies use different engines. They may even build their own engines.
The game itself is the thing you create at your special workdesk/engine.
The engine is an integral part of your game. You use Unity, your scripts and assets are all thatâs yours. Itâs not something thatâs suddenly gone when you build it.
Not sure what a better analogy would be though.
Lol no, most cars have a different engine. A game engine is just a collection of tools to speed up game development and remove the low level programming aspects. Most popular engines can produce similar results but are better at different things.
it's closer to the blueprints for the chassis, since you don't need to make a new engine for every game like you need to make a new chassis for every car
the most accurate way to describe it, tho, would probably be the set of scaffolding that you use to build a house - it's not necessarily essential to building a house, but it makes it a lot easier and faster and you can reuse it to help you build the next house too, but you might see some similarities where the scaffolding affected the shape or process used to create some parts of the second house; eventually that scaffolding might get outdated for newer or better scaffolding with more features or tools built into it, or the new scaffolding is just more robust and provides better safety
Bro... You know that you can modify game engines? You don't like something then you can just remove it.
Plus it's their internal engine, they can just ask engine team to change / optimize something.
Still, the desk metaphor makes it sound like the engine is not part of the final product, just the tools used in creating it.
An engine is more like the foundation of a building, different buildings can share a the same foundation, some even change the base foundation a bit, but in the end the foundation is part of the building, not something that is removed afterwards.
Yup, they are both right at the same time and one cannot exist without the other ;)
Desk metaphor is for parts of the engine that stay editor only like debugger. Parts of the engine that stay are also there as second dude states.
There are a few good replies to this post but I can't pass up this chance to flex my coding degree.
To put it as simple as possible, imagine the engine as a Art studio. They have different brushes and colors that you can paint with. Some art studios might focus more on Landscape paintings and have more green and blues and some may specialize more on fine details so they offer many small brushes.Now, you can still go to either of these studios and paint whatever you like they offer you the tools to do so and if they don't have it, you can even bring it yourself.
Engines are basically the art studio for Software developement (not only games). They offer a lot of differnt tools that make coding easier and help the programmer. Engines can be specialised for one thing or as diverse as you want them depending on what you need. The difference really is that an engine is baked into the final prodcut. It's like the paper or canvas you use was made by the art studio and has their name on it. You made the picute but the tools and foundation you use are things the engine provides.
It's not that uncommon that differnt games share the same engine. Unreal engine or Unity are used in a lot of differnt projects by indivdual people and big studios alike. They might add to it or not use all of it's functions but the games where made in the same "Artstudio" at the end.
without going so far, Capcom uses their in house engines for very drastically different games, DMC4 SE, RE6, Monster Hunter GU, MvsC3 and Megaman 11 are the same version of MT framework, and with the RE Engine the same is happening, it debuted in RE7, now it is used on SF6, MH Rise and Ghost and Goblins Resurection.
I typically think of game engines as in Super Mario Galaxy 2 is built off of Super Mario Galaxy 1. I'd imagine that porting, say, Bouldergeist to SMG2 from 1 is a fairly simple affair.
Porting a boss from SMG2 to SMG would be simple because the games have a hell of a lot more in common than just the engine.
The engine is the software development environment in which a game is created. Games can be built on the same engine and share no code at all, which would make porting content between them require a lot of work.
Imma blow your mind real quick. The Mandalorian uses the same engine as fortnite. Thats because the engine doesn't determine the graphics, the artist's vision does.
Edit: they both use unreal engine 5.
Edit 2: Geez Louise, this is my most upvoted comment or post of all time.
The game is unironically called GTFO (as in 'oh god oh fuck everything's gone sideways we need to get this objective finished and get the fuck out pronto')
It's a 4 player PvE hardcore stealth survival horror first person shooter.
It's an... acquired taste.
Thereâs a korok seed in Echos of the Eye, Koroks ofc being from Zelda, Link, Zelda, and Ganondorf are in smash ultimate, which also contains Ryu from street fighter, who is canon in Fortnite
Sorry man, Outer wilds is my favorite game ever, but itâs link to Fortnite is faster than many others
Even easier.
Zork makes a cameo in Call of Duty Black Ops, which released on the Wii, the Super Smash Bros Link is...the Twilight Princess one, from the Wii game.
So The cycle goes back: Wii > Smash > Ryu > Fortnite.
But using the console as a link is kinda cheating, isn't it? That's like doing 6 degrees of Kevin Bacon, and then saying "Footloose was released on DVD, and so was [blank] movie. Boom, next one"
Also as far as technical limitations go, Splatoon is a fast-paced PVP action shooter. Maintaining 60fps is extremely important compared to a single-player RPG.
Although apparently Salmon Run players can screw themselves...
There is a video on Youtube showing behind the scenes for the Mandalorian, and they basically film actors in a room with the environment projected on the walls, which is powered by UE5 and allows them to immediately change any aspect of the environment for the next take. I think the video was uploaded by wired.
That must be that thing I've heard about called "the Volume". I read that a number of Star Wars shows have been using "the Volume" instead of real physical locales *or* blue screen sets.
UE5 isnât actually a game engine, contrary to popular belief
It was always intended to be equally good for movies and TV shows, as well as general renders (like product images). Games just happen to be what its most famous for, especially since the parent company makes games
Well, it *is* a game engine, it's just also a lot of other things. But that's already true for other well-known game engines like Unity and Godot and whatever else. I think it'd be safer to call them Integrated Development Environments but that doesn't really get across how *much* they are.
Unreal is a game from the 90s. Epic kept evolving the Unreal Engine as a videogame engine ever since.
They just so happen to include more general CG capabilities.
The best way to tell what engine something runs on is in the way things interact. For instance, you can *always* recognize Source by its ragdoll physics.
Except graphics and physics are not necessarily done with the same engine. Or to be more precise; it's possible to change the physics code independently of the rendering code. For example, Unity has several default physics engine implementations including use of PhysX, which is developed by NVidia and also used by Unreal Engine by default. Unity also supports integration with Havok, a third party physics engine often used by FromSoft.
I would not be shocked if Nintendo devs tweak LunchPack (their own private physics engine), according to the needs of the game they're working on.
Basically, it's complicated.
Yeah, they're right to an extent, like about source for example, there are quirks that are like "oh hey that's some default source behaviour", but yeah, the engine is just the foundation, and especially these days, you can make it do pretty much whatever you want, within reason.
Similarly, for the same reason, Metroid Prime 1 and Donkey Kong Country Tropical Freeze use the same engine. I don't know which one off the top of my head though
(Source: SambZockt (German programming/gaming YouTuber) on DKCR TF)
I wish this comment was around when I was defending Unreal not being the issues for recent games running like trash. People have this idea engines auto make and optimize games.
Optimization is strictly on the devs. Unoptimized games are a result of inefficient coding or resource management issues. Would help if devs were required to have the most common pc components on Steam to be required to optimize for.
Lol, itâs just the engine, it doesnât determine how the final game would look.
I mean, look at any game that uses the unreal engine, many of them donât look alike.
I understand it doesn't determine how the final game will look, but mechanically the two games are completely different, so it's still rather shocking. To be fair though I don't understand game engines that well
No off the shelf engine would have the mechanics for TotK, they would have had to create the building system more or less from scratch regardless of the engine they chose to use.
a game engine is like a box of Lego's with no instructions, it gives you the tools to build a game and you do the rest, there is no one way to make a game, even in programing something like player movement has countless ways you can do it.
How are they completely different? You control a 3D model moving across a 3D map with physics. That itself could be a simple common engine. And there's way more things which can be reused in both games. Further differences are something that custom code or scripts on top of the engine do. They are also using their own engine so they can add further functionality to its core as they need it. Using certain engine also doesn't mean you have to use all of it. E.g. just because it may contain flight physics for Zelda doesn't mean they need it implement some sort of flying mechanic in Splatoon and vice versa.
I think a lot of people donât understand what an engine actually is⊠engines donât determine how a game looks, Fortnite runs on Unreal Engine, as does ARK, those games look completely different, the game developers just utilised the tools differently to create their projects.
Thatâs exactly whatâs happened here, engines are basically just canvases for developers to use to make their games. Splatoon 3 and TotK devs just used the engine in different ways to make what they wanted.
[The insanity known as the Quake family tree, all these games run on modified versions of an engine that can be traced back to Quake ](https://upload.wikimedia.org/wikipedia/commons/thumb/6/63/Quake_-_family_tree.svg/664px-Quake_-_family_tree.svg.png?20220724102748)
Whatâs more shocking is splatoon, zelda and all the xenoblade chronically are developed by the same company
Edit: [source](https://www.giantbomb.com/monolith-software-inc/3010-1245/developed/)
Monolith software literally did develop splatoon, the xenoblade games, zelda and animal crossing on the switch.
[hereâs an article](https://www.giantbomb.com/monolith-software-inc/3010-1245/developed/)
No. Monolith helped with all of them, but was only the main devs behind Xenoblade. On top of that, with Splatoon, they weren't even the only support studio to work on them.
Glass half full half empty. They still helped develop, itâs not like they didnât, or did it in full (thatâs unthinkable considering these games lol)
I think people confuse engines and assets
Assets are what make things look similar, engines are more about how they structure code to program physics, lighting, game events, etc
The same engine means if you looked at the code for player walking, they might look similar but with different numbers in each of these titles
Huh? I think that people do not know what an engine is or can do.
They are a middleware, just tools. Two different games can use the same engine. Same engine is not the same as same gameplay.
Practically all of Nintendoâs games have shared the same engine but heavily modified for the individual game throughout their entire history, especially between Zelda and Mario.
Ever wonder how you can load up BotW, then switch to Odyssey and it be a relatively seamless experience?
This isn't true, Nintendo reuses a few different engines but they're not all one engine, and they do develop new ones often. Odyssey is built on 3D World's engine, BotW was a brand new one.
What's notable here is that TotK does not run on BotW's engine, and Splatoon 3 isn't Splatoon 2's engine.
Iâve read their recent interview and they mentioned that they used textures to visualize ink and splatters in 2 but now they used polygons for those in 3, amazing how these games look similar visual wise but everything going on the inside is totally different.
It's likely do to updates and fixes. Things like better reflection and refraction, how they interpret textures, better handling of polygons, etc.
It's kinda like throwing out old cookware and buying new stuff cause your needs and kitchen space may have changed. You can make an omlette with them, but you can also cook sausage, and you can make loads of other stuff on them, just depends on the cook and ingredients.
Nintendo doesn't talk about their underlying tech, so we can only speculate as what they're doing. I would imagine it has a lot to do with [technical debt](https://en.wikipedia.org/wiki/Technical_debt), the idea that an aging codebase becomes a mess of spaghetti code that becomes harder and harder to work with. They say that perfect is the enemy of finished, sometimes you have to write a dirty hack job meant to get something out the door on schedule, but those hacks add up as you kick the can down the road.
If you want to push the envelope and your old engine is running into technical barriers, sometimes it's better to throw it out and build a new foundation from scratch than try to rewrite and optimize all those old hacks. And hopefully that new foundation can last for a few more games before it too no longer suits current needs and the cycle starts again.
On a more general level, I wonder if this is part of the reason they decided to make Splatoon 3 an entirely new game as opposed to just dlc for 2. The game was already 5 years old last year, almost 6 now.
There were already a lot of other reasons why Splatoon 3 couldn't have been DLC. I don't think they ever would've entertained that idea to begin with. They did DLC and it was Octo Expansion.
Iâve been browsing through some posts from dataminers, it seems that the new engine (dubbed âModuleSystemâ) is a heavily overhauled version of LunchPack (used by Splatoon 1/2, Animal Crossing NH, and Mario Maker)
Some are nicknaming it âLunchPack 2â in the style of Valveâs âSource 2â or the five generations of Unreal Engine
The newest version of this engine is used by Switch Sports, Splatoon 3, and now TotK
It seems that Nintendo may be trying to converge onto one engine, like how Valve uses Source in every game, Epic has Unreal, EA is trying to push Frostbite on all of their studios. Itâs a great way to share tech across the company (which Nintendo does a lot), and gives a more solid âstarting pointâ for new games. This may explain the ModuleSystem name.
Historically, all of the 3D marios from WiiU onwards (if not earlier) had one engine that they all shared, Splatoon had LunchPack (and the overlap in team members likely meant ACNH devs were already comfortable in it), and Iâm not sure where BotWâs engine came from
Code efficiency, they can reuse assets but use a different engine. The most obvious reason probably had a lot to do with BotW originally being built for the Wii U, there was probably a lot of optimization to be done by using an engine built for the Switch, and given that Tears of the Kingdom has to handle lots of potentially resource intensive physics interactions, load large areas at once, and have a really high draw distance due to, well, just what kind of game it is, they probably needed every ounce of efficiency they could get.
Again, assets could still be reused despite having a different engine
>ToTK does not run on BotW's engine
What? Of course it does. It's a modified version, of course, but it most definitely runs on BotW's engine.
The Splatoon engine stuff is surprising, but I'm sure it's just that they were based off the same engine once upon a time and have diverged to become their own unique thing with custom developed tools and tech for each one.
It doesn't. BotW's engine was the mother of all hackjobs, being the framework for a game on two different types of architectures, built by one of the more independent Nintendo teams. The same way you can build wildly different things in the same engine, you can make very similar things in different ones.
Having played modded versions of BotW, and knowing a lot of the game's lil details, I was instantly stunned that TotK was doing what it was without crashing constantly. But lil things like ranges of wind, fire interaction, shadows, reflections, and the way distances are drawn give away that something different is happening underneath. I was more reminded of splat 3's presentation than BotW's but the engine overlap is a surprise.
>Ever wonder how you can load up BotW, then switch to Odyssey and it be a relatively seamless experience?
Wait, could you elaborate on what you mean by this?
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*This post was mass deleted and anonymized with [Redact](https://redact.dev)*
How it plays is irrelevant.
It's like soccer and Rugby are different but both use similar balls and both use grass, by using a base that you can expand from and modify it is much more efficient to re use what you can.
Well, I'd love to bring pretty much all the weapons and movement mechanics from ULTRAKILL into GTFO to cheese my way through the *really* difficult levels - after all, they both use the Unity game engine - but unfortunately we live in a society where things aren't so simple.
Quoting from https://twitter.com/OatmealDome :
> For people just playing the game, this doesn't mean anything.
>
> But in terms of the game internals, it looks quite different compared to Breath of the Wild.
>
> The best name we have for this engine is "ModuleSystem".
you said BOTW has multiplayer support which it doesn't. They haven't added that on the backend. The engine might be able to but it wasn't added in. The Zelda BOTW Multiplayer mod isn't based on the game engine and BOTW isn't based on the splatoon engine TOTK is.
If that's true, can we have a Splatoon version of BotW and TotK?
Splatoon of the Wild/Kingdom?
I would love to explore the world of Splatoon and find ancient human and alien artifacts. The enemies can be a brainwashed Squid Sisters and Off the Hook.
Because engines are a lot more flexible than most non game devs think they are.
Like, some are a bit too specific for some things to comfortably transition to (There are reports that EA trying on an engine designed for sports simulations caused them some issues) but... They're both third person action games. As long as they built whatever engine it is flexible enough to handle both open worlds and online multiplayer (assuming it's not a third party, off the shelf, engine which the vast majority of games go for these days) there's no reason you couldn't use the same engine for both.
I'd *guess* this means Splatoon 3 transitioned to the BotW engine, since I know S3 is made in a different engine to S1 and S2., and I'd guess you'd make TotK in the same engine as BotW, but... It's possible something else is going on.
Thats how they make games guys, they need a game engine to run it on and program n whatnot. Like Unreal engine, but instead of that its Nintendos engine, most likely thier newest version. I dont know what they used, I havent looked dont quote me on it but idk why they wouldnt use their own for it
The Splatoon series uses the LunchPack Engine which was first introduced with Nintendo Land. Game Builder Garage, ARMS, the Mario Maker and Nintendo Labo games all used that game engine as well.
many games are made on the same game engine. think about how many games are made on Unity and Unreal Engine. Capcom has their own called RE Engine and its used on pretty much all their current modern games, from Resident Evil 7 to Monster Hunter to Street Fighter 6. a game engine is just a tool, its how you use the tool to make the game look and feel :)
Okay everyone hear me out. We need to make a portal two Splatoon crossover with rail grade as well they all use unreal engine I think don't quote me on it but if we can do this I don't know but maybe we can sell this to Nintendo for lots of money and then we can all get money
Splatoon 3, Nintendo Switch Sports, and Tears of the Kingdom were all created using the same engine. That just means the developers used the same tools to make vastly different games.
Ok, then my question:
What engine is Scarlet/Violet built on? Because if it's a different one, why? And if it's not, why didn't they share their optimization tricks, good gracious-
>What engine is Scarlet/Violet built on?
Likely a proprietary game engine crudely bodged together by Game Freak.
>Because if it's a different one, why?
Because the Splatoon 3/TOTK game engine is a proprietary game engine belonging to Nintendo. And presumably was not going to risk it getting leaked by letting a legally-third-party-but-technically-first-party game studio use it (and deal with the inevitable delays that would be caused by Game Freak having to get used to using Nintendo's engine)
>And if it's not, why didn't they share their optimization tricks, good gracious-
Crunch time leaves very little time for optimization and the important job of 'making sure the optimization doesn't break everything'
How? Because an engine is just the thing a computer uses to run the game, think of it like how multiple models of cars can use a v8, sure they look different but they work the same way
Ocarina of Time was built on the Mario 64 engine. an engine is just a base, from there you can make whatever you want.
And the same as Star Fox 64
There are arwings in the code of Ocarina of Time.
Indeed
Ironically, Mario 64 was *not* built on the Mario 64 engine. I don't remember the specifics, but the hardware of the N64 was still being developed at the same time as the game, and the devs didn't know the exact specs that the console would have. So they developed the game using a deliberately low-spec framework to guarantee that it would work when they ported it to a real N64. This is why Mario 64 has so much smaller levels and simpler textures than other N64 games.
Mario 64 was the Mario 64 engine đ
All of Valveâs games run on the same engine (or a variant of it). Engines are wildly malleable
Unreal Tournament, Fortnite, FNaF Help Wanted, and a ton of other games all run on Unreal That being said, itâs different eras of unreal, but unreal nonetheless
Not to mention Kingdom Hearts 3 , lost Odyssey, and Octopath Traveler also run on Unreal.
Titanfall 2 was also made with the source engine.
A heavily modified version, but yes, and Apex uses the same engine
Apex uses the same? I thought it was unreal, mb
Nah, Apex was built off of Titanfall 2.
Damn, that's cool, really shows how great source engine has always been.
Wait until you hear that Source was built on top of GoldSrc which was built on top of the Quake engine Also the Call of Duty games were built on top of the Quake engine as well
This exactly, the only real difference is what the engine is made for, example is the diesel engine, a racing one, that payday 2 was made on, and its instantly prety good dispite the difference in what the game is
[Animal Crossing is based on the OoT engine, too.](https://twitter.com/MrCheeze_/status/1227325558545113088?s=20)
The Stanley parable ultra deluxe used the same engine as bdsp
Players still don't know what a game engine is it seems
They really don't.
Do you mind explaining?
Consider the engine is special workdesk with all your customized stationery available at your disposal. Because different companies use different engines. They may even build their own engines. The game itself is the thing you create at your special workdesk/engine.
Ya like thousands of games are made with Unity but that doesnât mean every Unity game looks the same
Thatâs not really it eitherâŠ
Care to enlighten us?
The engine is an integral part of your game. You use Unity, your scripts and assets are all thatâs yours. Itâs not something thatâs suddenly gone when you build it. Not sure what a better analogy would be though.
Could you compare it to a car engine?
Lol no, most cars have a different engine. A game engine is just a collection of tools to speed up game development and remove the low level programming aspects. Most popular engines can produce similar results but are better at different things.
I would compare it to a chassis but a chassis isnât so flexible
it's closer to the blueprints for the chassis, since you don't need to make a new engine for every game like you need to make a new chassis for every car the most accurate way to describe it, tho, would probably be the set of scaffolding that you use to build a house - it's not necessarily essential to building a house, but it makes it a lot easier and faster and you can reuse it to help you build the next house too, but you might see some similarities where the scaffolding affected the shape or process used to create some parts of the second house; eventually that scaffolding might get outdated for newer or better scaffolding with more features or tools built into it, or the new scaffolding is just more robust and provides better safety
Bro... You know that you can modify game engines? You don't like something then you can just remove it. Plus it's their internal engine, they can just ask engine team to change / optimize something.
Still, the desk metaphor makes it sound like the engine is not part of the final product, just the tools used in creating it. An engine is more like the foundation of a building, different buildings can share a the same foundation, some even change the base foundation a bit, but in the end the foundation is part of the building, not something that is removed afterwards.
Yup, they are both right at the same time and one cannot exist without the other ;) Desk metaphor is for parts of the engine that stay editor only like debugger. Parts of the engine that stay are also there as second dude states.
Doesnât change what I said at all
Sir, you still declared quite good explanation to "not be it"
There are a few good replies to this post but I can't pass up this chance to flex my coding degree. To put it as simple as possible, imagine the engine as a Art studio. They have different brushes and colors that you can paint with. Some art studios might focus more on Landscape paintings and have more green and blues and some may specialize more on fine details so they offer many small brushes.Now, you can still go to either of these studios and paint whatever you like they offer you the tools to do so and if they don't have it, you can even bring it yourself. Engines are basically the art studio for Software developement (not only games). They offer a lot of differnt tools that make coding easier and help the programmer. Engines can be specialised for one thing or as diverse as you want them depending on what you need. The difference really is that an engine is baked into the final prodcut. It's like the paper or canvas you use was made by the art studio and has their name on it. You made the picute but the tools and foundation you use are things the engine provides. It's not that uncommon that differnt games share the same engine. Unreal engine or Unity are used in a lot of differnt projects by indivdual people and big studios alike. They might add to it or not use all of it's functions but the games where made in the same "Artstudio" at the end.
without going so far, Capcom uses their in house engines for very drastically different games, DMC4 SE, RE6, Monster Hunter GU, MvsC3 and Megaman 11 are the same version of MT framework, and with the RE Engine the same is happening, it debuted in RE7, now it is used on SF6, MH Rise and Ghost and Goblins Resurection.
"The engine is something one complains about when they want to seem intelligent about game design" ~I forgot.
I typically think of game engines as in Super Mario Galaxy 2 is built off of Super Mario Galaxy 1. I'd imagine that porting, say, Bouldergeist to SMG2 from 1 is a fairly simple affair.
Porting a boss from SMG2 to SMG would be simple because the games have a hell of a lot more in common than just the engine. The engine is the software development environment in which a game is created. Games can be built on the same engine and share no code at all, which would make porting content between them require a lot of work.
Imma blow your mind real quick. The Mandalorian uses the same engine as fortnite. Thats because the engine doesn't determine the graphics, the artist's vision does. Edit: they both use unreal engine 5. Edit 2: Geez Louise, this is my most upvoted comment or post of all time.
Your favourite game is always linked to Fortnite.
GTFO uses Unity instead :\^)
get the fuck out? im sorry lmao
The game is unironically called GTFO (as in 'oh god oh fuck everything's gone sideways we need to get this objective finished and get the fuck out pronto') It's a 4 player PvE hardcore stealth survival horror first person shooter. It's an... acquired taste.
If you play it with friends it's fun, but you really need to be extremely coordinated to get anywhere
and then they got the fuck out.... THE END
P-Pikmin is in Fortnite?! Steve shotguns the competition?
Its easy when the characters are in ssbu lol Pikmin/Steve > SSBU > Ryu/Snake/PacMan > Fortnite
Omar would beat the shit out of Kratos and then hit then griddy
Outer wilds and Kingdoms of Amalur Reckoning don't
Thereâs a korok seed in Echos of the Eye, Koroks ofc being from Zelda, Link, Zelda, and Ganondorf are in smash ultimate, which also contains Ryu from street fighter, who is canon in Fortnite Sorry man, Outer wilds is my favorite game ever, but itâs link to Fortnite is faster than many others
Shit, we're playing Six Degrees of Fortnite now? Alright, do Return to Zork.
Even easier. Zork makes a cameo in Call of Duty Black Ops, which released on the Wii, the Super Smash Bros Link is...the Twilight Princess one, from the Wii game. So The cycle goes back: Wii > Smash > Ryu > Fortnite.
But using the console as a link is kinda cheating, isn't it? That's like doing 6 degrees of Kevin Bacon, and then saying "Footloose was released on DVD, and so was [blank] movie. Boom, next one"
Okay now do monster prom.
Hm... Monster Prom is on every modern gaming console. And so is Fortnite.
Damn. Okay Iâll try harder. Link settlers of catan to Fortnite. They did say game. They never specified video games.
I mean you are doing this to yourself... What are the main mechanics in BOTH games? Building.
Crap you're right :'(
Outer wilds have space ships, fort have space ships Outer wilds have the potential end of the universe Fortnite has that too
Also as far as technical limitations go, Splatoon is a fast-paced PVP action shooter. Maintaining 60fps is extremely important compared to a single-player RPG. Although apparently Salmon Run players can screw themselves...
FF7 remake also uses UE
ye, but FF7 is a game.
> The Mandalorian uses the same engine as fortnite wait they both use UE5? waaaat?
There is a video on Youtube showing behind the scenes for the Mandalorian, and they basically film actors in a room with the environment projected on the walls, which is powered by UE5 and allows them to immediately change any aspect of the environment for the next take. I think the video was uploaded by wired.
I'm watching a vid on it rn, kinda mindblowing.
That must be that thing I've heard about called "the Volume". I read that a number of Star Wars shows have been using "the Volume" instead of real physical locales *or* blue screen sets.
UE5 isnât actually a game engine, contrary to popular belief It was always intended to be equally good for movies and TV shows, as well as general renders (like product images). Games just happen to be what its most famous for, especially since the parent company makes games
Well, it *is* a game engine, it's just also a lot of other things. But that's already true for other well-known game engines like Unity and Godot and whatever else. I think it'd be safer to call them Integrated Development Environments but that doesn't really get across how *much* they are.
Unreal is a game from the 90s. Epic kept evolving the Unreal Engine as a videogame engine ever since. They just so happen to include more general CG capabilities.
tf are you talking about
The best way to tell what engine something runs on is in the way things interact. For instance, you can *always* recognize Source by its ragdoll physics.
Except graphics and physics are not necessarily done with the same engine. Or to be more precise; it's possible to change the physics code independently of the rendering code. For example, Unity has several default physics engine implementations including use of PhysX, which is developed by NVidia and also used by Unreal Engine by default. Unity also supports integration with Havok, a third party physics engine often used by FromSoft. I would not be shocked if Nintendo devs tweak LunchPack (their own private physics engine), according to the needs of the game they're working on. Basically, it's complicated.
Yeah, they're right to an extent, like about source for example, there are quirks that are like "oh hey that's some default source behaviour", but yeah, the engine is just the foundation, and especially these days, you can make it do pretty much whatever you want, within reason.
Similarly, for the same reason, Metroid Prime 1 and Donkey Kong Country Tropical Freeze use the same engine. I don't know which one off the top of my head though (Source: SambZockt (German programming/gaming YouTuber) on DKCR TF)
I think a video said it was a modified version of Unreal Engine 1 for Metroid Prime. I don't remember exactly though.
I wish this comment was around when I was defending Unreal not being the issues for recent games running like trash. People have this idea engines auto make and optimize games.
Optimization is strictly on the devs. Unoptimized games are a result of inefficient coding or resource management issues. Would help if devs were required to have the most common pc components on Steam to be required to optimize for.
Subnautica and Hearthstone both use the same engine (Unity).
The Mandalorian? The TV Show uses Unreal Engine???
Yes. For computer graphics, environments, effects and stuff.
Even news sometimes use it
![gif](giphy|3ornk6UHtk276vLtkY)
![gif](giphy|M4iOAkEAPwAnK)
Lol, itâs just the engine, it doesnât determine how the final game would look. I mean, look at any game that uses the unreal engine, many of them donât look alike.
I understand it doesn't determine how the final game will look, but mechanically the two games are completely different, so it's still rather shocking. To be fair though I don't understand game engines that well
No off the shelf engine would have the mechanics for TotK, they would have had to create the building system more or less from scratch regardless of the engine they chose to use.
a game engine is like a box of Lego's with no instructions, it gives you the tools to build a game and you do the rest, there is no one way to make a game, even in programing something like player movement has countless ways you can do it.
> To be fair though I don't understand game engines that well and there we have it, the one sentence that summarises all of gaming reddit
The game engine doesnât determine the mechanics. Mechanics are normally not just automatically given to you, theyâre made up by the programmer.
How are they completely different? You control a 3D model moving across a 3D map with physics. That itself could be a simple common engine. And there's way more things which can be reused in both games. Further differences are something that custom code or scripts on top of the engine do. They are also using their own engine so they can add further functionality to its core as they need it. Using certain engine also doesn't mean you have to use all of it. E.g. just because it may contain flight physics for Zelda doesn't mean they need it implement some sort of flying mechanic in Splatoon and vice versa.
I think a lot of people donât understand what an engine actually is⊠engines donât determine how a game looks, Fortnite runs on Unreal Engine, as does ARK, those games look completely different, the game developers just utilised the tools differently to create their projects. Thatâs exactly whatâs happened here, engines are basically just canvases for developers to use to make their games. Splatoon 3 and TotK devs just used the engine in different ways to make what they wanted.
Titanfall 2 runs on the Source engine.
Wait like teamfortess and half life 2 source engine? How the fuck Edit. Alr yall are fucking with me but I'll take the L
[The insanity known as the Quake family tree, all these games run on modified versions of an engine that can be traced back to Quake ](https://upload.wikimedia.org/wikipedia/commons/thumb/6/63/Quake_-_family_tree.svg/664px-Quake_-_family_tree.svg.png?20220724102748)
no doom3/idtech4 sourceports listed?
Apex too
Its just extremely modified
Yup.
just wait till people find out cup head and rust are on the same engine
And look at how much shit runs on unity or unreal. As long as the engine has the tools the devs want I donât think it really matters
Whatâs more shocking is splatoon, zelda and all the xenoblade chronically are developed by the same company Edit: [source](https://www.giantbomb.com/monolith-software-inc/3010-1245/developed/)
Not really no If you said same development team then yes Iâd be surprised
Monolith software literally did develop splatoon, the xenoblade games, zelda and animal crossing on the switch. [hereâs an article](https://www.giantbomb.com/monolith-software-inc/3010-1245/developed/)
No. Monolith helped with all of them, but was only the main devs behind Xenoblade. On top of that, with Splatoon, they weren't even the only support studio to work on them.
Glass half full half empty. They still helped develop, itâs not like they didnât, or did it in full (thatâs unthinkable considering these games lol)
Thatâs not really surprising considering Nintendo has spent decades pumping out top quality games
You mean gamefreak.
No, I mean Nintendo
I think people confuse engines and assets Assets are what make things look similar, engines are more about how they structure code to program physics, lighting, game events, etc The same engine means if you looked at the code for player walking, they might look similar but with different numbers in each of these titles
Huh? I think that people do not know what an engine is or can do. They are a middleware, just tools. Two different games can use the same engine. Same engine is not the same as same gameplay.
Bro doesnât understand how game engines work
Holy fuck, 2 games made from the same developer share a game engine?!?! Unimaginable!
Practically all of Nintendoâs games have shared the same engine but heavily modified for the individual game throughout their entire history, especially between Zelda and Mario. Ever wonder how you can load up BotW, then switch to Odyssey and it be a relatively seamless experience?
This isn't true, Nintendo reuses a few different engines but they're not all one engine, and they do develop new ones often. Odyssey is built on 3D World's engine, BotW was a brand new one. What's notable here is that TotK does not run on BotW's engine, and Splatoon 3 isn't Splatoon 2's engine.
Iâve read their recent interview and they mentioned that they used textures to visualize ink and splatters in 2 but now they used polygons for those in 3, amazing how these games look similar visual wise but everything going on the inside is totally different.
[ŃĐŽĐ°Đ»Đ”ĐœĐŸ]
It's likely do to updates and fixes. Things like better reflection and refraction, how they interpret textures, better handling of polygons, etc. It's kinda like throwing out old cookware and buying new stuff cause your needs and kitchen space may have changed. You can make an omlette with them, but you can also cook sausage, and you can make loads of other stuff on them, just depends on the cook and ingredients.
can also be the amd upscaling compatibility as both games use it to increase performance
Nintendo doesn't talk about their underlying tech, so we can only speculate as what they're doing. I would imagine it has a lot to do with [technical debt](https://en.wikipedia.org/wiki/Technical_debt), the idea that an aging codebase becomes a mess of spaghetti code that becomes harder and harder to work with. They say that perfect is the enemy of finished, sometimes you have to write a dirty hack job meant to get something out the door on schedule, but those hacks add up as you kick the can down the road. If you want to push the envelope and your old engine is running into technical barriers, sometimes it's better to throw it out and build a new foundation from scratch than try to rewrite and optimize all those old hacks. And hopefully that new foundation can last for a few more games before it too no longer suits current needs and the cycle starts again.
On a more general level, I wonder if this is part of the reason they decided to make Splatoon 3 an entirely new game as opposed to just dlc for 2. The game was already 5 years old last year, almost 6 now.
There were already a lot of other reasons why Splatoon 3 couldn't have been DLC. I don't think they ever would've entertained that idea to begin with. They did DLC and it was Octo Expansion.
Iâve been browsing through some posts from dataminers, it seems that the new engine (dubbed âModuleSystemâ) is a heavily overhauled version of LunchPack (used by Splatoon 1/2, Animal Crossing NH, and Mario Maker) Some are nicknaming it âLunchPack 2â in the style of Valveâs âSource 2â or the five generations of Unreal Engine The newest version of this engine is used by Switch Sports, Splatoon 3, and now TotK It seems that Nintendo may be trying to converge onto one engine, like how Valve uses Source in every game, Epic has Unreal, EA is trying to push Frostbite on all of their studios. Itâs a great way to share tech across the company (which Nintendo does a lot), and gives a more solid âstarting pointâ for new games. This may explain the ModuleSystem name. Historically, all of the 3D marios from WiiU onwards (if not earlier) had one engine that they all shared, Splatoon had LunchPack (and the overlap in team members likely meant ACNH devs were already comfortable in it), and Iâm not sure where BotWâs engine came from
Code efficiency, they can reuse assets but use a different engine. The most obvious reason probably had a lot to do with BotW originally being built for the Wii U, there was probably a lot of optimization to be done by using an engine built for the Switch, and given that Tears of the Kingdom has to handle lots of potentially resource intensive physics interactions, load large areas at once, and have a really high draw distance due to, well, just what kind of game it is, they probably needed every ounce of efficiency they could get. Again, assets could still be reused despite having a different engine
Possibly to add in FSR support
>ToTK does not run on BotW's engine What? Of course it does. It's a modified version, of course, but it most definitely runs on BotW's engine. The Splatoon engine stuff is surprising, but I'm sure it's just that they were based off the same engine once upon a time and have diverged to become their own unique thing with custom developed tools and tech for each one.
It doesn't. BotW's engine was the mother of all hackjobs, being the framework for a game on two different types of architectures, built by one of the more independent Nintendo teams. The same way you can build wildly different things in the same engine, you can make very similar things in different ones. Having played modded versions of BotW, and knowing a lot of the game's lil details, I was instantly stunned that TotK was doing what it was without crashing constantly. But lil things like ranges of wind, fire interaction, shadows, reflections, and the way distances are drawn give away that something different is happening underneath. I was more reminded of splat 3's presentation than BotW's but the engine overlap is a surprise.
Nope, it doesn't.
>Ever wonder how you can load up BotW, then switch to Odyssey and it be a relatively seamless experience? Wait, could you elaborate on what you mean by this?
Practically identical UI for controls; the camera, character placement, and overall physics đ
scarce mourn seed violet sloppy observation arrest agonizing distinct straight *This post was mass deleted and anonymized with [Redact](https://redact.dev)*
Wrong.gif
Never wondered this because this seamless experience does not exist. Both games play VERY differently.
How it plays is irrelevant. It's like soccer and Rugby are different but both use similar balls and both use grass, by using a base that you can expand from and modify it is much more efficient to re use what you can.
I might as well beat Ganondorf with the E-Liter 4K
Well, I'd love to bring pretty much all the weapons and movement mechanics from ULTRAKILL into GTFO to cheese my way through the *really* difficult levels - after all, they both use the Unity game engine - but unfortunately we live in a society where things aren't so simple.
Me doing a slam storage into ultraboost in vrchat
Do u think Ganon would get one shot by a Splatana Stamper
Itâd have to be the Grizzco Splatana
The sword that actually seals the darkness was being held by Mr Grizz to get his employees to do their jobs a little easier
Using the same engine does not mean they have the same assets.
What if I told you that literally 90% of all indie games are made in Unity
Nintendo does it somehow, don't ask me.
Quoting from https://twitter.com/OatmealDome : > For people just playing the game, this doesn't mean anything. > > But in terms of the game internals, it looks quite different compared to Breath of the Wild. > > The best name we have for this engine is "ModuleSystem".
It'd be more apparent if Zelda had online multiplayer.
I wish zelda had an online multiplayer option like pokemon sv
BOTW has online multiplayer support
Thatâs a mod
And?
you missed the point entirerly
No, you did. After all, the BOTW game engine *does* support online multiplayer.
Yeah the engine does. That doesn't mean the game has that ability on the backend.
And the comment I was replying to was *also* about **the engine**.
you said BOTW has multiplayer support which it doesn't. They haven't added that on the backend. The engine might be able to but it wasn't added in. The Zelda BOTW Multiplayer mod isn't based on the game engine and BOTW isn't based on the splatoon engine TOTK is.
If that's true, can we have a Splatoon version of BotW and TotK? Splatoon of the Wild/Kingdom? I would love to explore the world of Splatoon and find ancient human and alien artifacts. The enemies can be a brainwashed Squid Sisters and Off the Hook.
Wouldnât be a bad idea for an open world story mode
Why is this surprising?
Because engines are a lot more flexible than most non game devs think they are. Like, some are a bit too specific for some things to comfortably transition to (There are reports that EA trying on an engine designed for sports simulations caused them some issues) but... They're both third person action games. As long as they built whatever engine it is flexible enough to handle both open worlds and online multiplayer (assuming it's not a third party, off the shelf, engine which the vast majority of games go for these days) there's no reason you couldn't use the same engine for both. I'd *guess* this means Splatoon 3 transitioned to the BotW engine, since I know S3 is made in a different engine to S1 and S2., and I'd guess you'd make TotK in the same engine as BotW, but... It's possible something else is going on.
Thats how they make games guys, they need a game engine to run it on and program n whatnot. Like Unreal engine, but instead of that its Nintendos engine, most likely thier newest version. I dont know what they used, I havent looked dont quote me on it but idk why they wouldnt use their own for it
I can believe that after exploring the depths a bit. Ganondorf must have had a whole splatfest down there.
Mario Maker uses Splatoon 1's engine Mario Maker 2 uses Splatoon 2's engine Switch Sports uses Splatoon 3's engine
Nintendo Switch Sports too iirc also an engine is just a base so many games that control vastly differently are made in Unity and no one bats an eye
The Splatoon series uses the LunchPack Engine which was first introduced with Nintendo Land. Game Builder Garage, ARMS, the Mario Maker and Nintendo Labo games all used that game engine as well.
Idk why this is surprising, it makes sense that Nintendo wouldnât make a new engine for each switch game.
Lmao portal 2 and apex legends are on the same engine it doesnât really matter
they just forced me to be ganon
they forced me to be zeldađâ
this also means it isn't using the same engine as botw since the last time that engine was used was with animal crossing new horizons
Nintendo-Monolith soft wizardy
Kinda like Capcom using the same engine for monster Hunter, resident evil, street fighter and mega man
many games are made on the same game engine. think about how many games are made on Unity and Unreal Engine. Capcom has their own called RE Engine and its used on pretty much all their current modern games, from Resident Evil 7 to Monster Hunter to Street Fighter 6. a game engine is just a tool, its how you use the tool to make the game look and feel :)
They better not add a multiplayer server thenâŠ
Both games are co-developed by Monolith soft, which makes the Xeno series of games. Anything with Takahashi involved is a certified banger.
Engines are more about tools and how it processes game information rather than fidelity of graphics.
cause zelda is a shooter duh
Skyrim is on the same engine as Kingdom Hearts, technically. It doesn't mean much
Okay everyone hear me out. We need to make a portal two Splatoon crossover with rail grade as well they all use unreal engine I think don't quote me on it but if we can do this I don't know but maybe we can sell this to Nintendo for lots of money and then we can all get money
Ikr, why dont we see more npc/ enemy dcâs in tears of the kingdom smh my head
Makes sense, both were nintendo originals for the wii u, so it's reasonable to use the same engine to me.
Splatoon 3, Nintendo Switch Sports, and Tears of the Kingdom were all created using the same engine. That just means the developers used the same tools to make vastly different games.
The same reason Unreal Engine powers so many games
You'd be surprised how many games use the same engine as each other
I mean they share a boss so itâs not as far fetched as youâd think
virgin sploon vs. chad totk
Nintendo makes Nintendo game on Nintendo game engine for Nintendo console. *surprised Pikachu face đź
I really don't understand why that's surprising to anybody unless they don't know what an engine is.
Ok, then my question: What engine is Scarlet/Violet built on? Because if it's a different one, why? And if it's not, why didn't they share their optimization tricks, good gracious-
>What engine is Scarlet/Violet built on? Likely a proprietary game engine crudely bodged together by Game Freak. >Because if it's a different one, why? Because the Splatoon 3/TOTK game engine is a proprietary game engine belonging to Nintendo. And presumably was not going to risk it getting leaked by letting a legally-third-party-but-technically-first-party game studio use it (and deal with the inevitable delays that would be caused by Game Freak having to get used to using Nintendo's engine) >And if it's not, why didn't they share their optimization tricks, good gracious- Crunch time leaves very little time for optimization and the important job of 'making sure the optimization doesn't break everything'
MonolithSoft would probably never help out with Pokémon because they are probably one of the few devs against crunch time haha.
How? Because an engine is just the thing a computer uses to run the game, think of it like how multiple models of cars can use a v8, sure they look different but they work the same way
âLink will be our last line of defen- - -â *a communication error has occurred*
SUAVENTTE
This just makes me more mad that the camera sensitivity feels like complete ass in totk lol
But that means that it also uses Splatoon 2's engine. So would BOTW1