Game engines are more than libraries glued together
I wish the term &quot;game engine&quot; would be better defined. Somehow this now means &quot;the whole package&quot;, an integrated product like Unity, UE or Godot which includes all tooling required to create and publish games. This isn&#x27;t an engine, it&#x27;s a whole &quot;Gamedev IDE&quot;, in spirit much closer to Photoshop than ImageMagick. Or as car analogy: nobody calls a whole car an &quot;engine&quot;, even though every car has one.<p>The original meaning of &quot;game engine&quot; which made much more sense was: &quot;the actual code which enables the game to run&quot;, e.g. just the runtime parts, the tiny piece of code that&#x27;s dangling off the end of the asset pipeline (&quot;tiny&quot; relative to the work that needs to go into authoring tools and asset pipeline).<p>&gt; Let&#x27;s begin with something controversial: a stack made for a single game is not a game engine.<p>...controversial indeed :D