Game engine: Difference between revisions

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imported>K6ka
imported>Matthew Cenance
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Spin-off titles utilize a modified version of the newest available engine. An example of this is how ''[[The Sims Stories]]'' uses a modified version of the engine from ''[[The Sims 2]]'' by decreasing the system requirements in order to make the game "laptop friendly". ''[[The Sims Medieval]]'' utilizes a modified version of the game engine from ''[[The Sims 3]]'' with rendering enhancements.
 
Console titles used different engines, until ''[[The Sims 3 (console)|The Sims 3 for console]]'' due to hardware differences. ''[[The Sims (console)|The Sims for console]]'' used a 3D rendering engine unlike [[The Sims|its PC counterpart]] but limited gameplay to one floor per lot and implemented the [[object limiter]]. ''[[The Sims: Bustin' Out]]'' used an engine which featured visual enhancements on the original console engine as well as rendered load screens. ''[[The Urbz: Sims in the City]]'' up to ''[[The Sims 2: Castaway]]'' utilized a 3D engine which was incrementally updated with each game, ''[[The Sims 2 (console)|The Sims 2 for console]]'' adding a "direct control" system allowing for third-person control over Sims as opposed to the traditional "point and click" system. ''[[The Sims 3 (console)|The Sims 3 for console]]'' uses a "watered-down" version of [[The Sims 3|the PC version's engine]] with the object limiter applied and the texture streaming solution omitted due to the console's RAM limitations but allows for multiple floors to be constructed and used on a lot. ''[[The Sims 4 (console)|The Sims 4 for console]]'' uses the same engine as its PC counterpart and the game itself is virtually identical to the PC, baring being slightly behind in updates and new expansion packs and support for controllers.
 
== Engines ==