this post was submitted on 24 Apr 2025
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[–] [email protected] 7 points 1 month ago* (last edited 1 month ago) (6 children)

That doesn't make any sense.

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

[–] [email protected] 26 points 1 month ago* (last edited 1 month ago) (1 children)

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.

[–] [email protected] 12 points 1 month ago

Wish they gave us a button to switch to old mode

[–] [email protected] 9 points 1 month ago

That is, in fact, how game engines work, if the game logic and renderer are decoupled. Usually they're not too tightly coupled in the first place, but Unreal is specifically designed to be used in more than just games.

[–] [email protected] 8 points 1 month ago

Please enlighten us, o experienced one

[–] [email protected] 6 points 1 month ago (1 children)

I was flabbergasted too but it's real

[–] [email protected] 10 points 1 month 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.

[–] [email protected] 5 points 1 month ago

Tell that to the Halo Anniversary games.

[–] [email protected] 4 points 1 month ago

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