game-engines
Master game engines - Unity, Unreal Engine, Godot. Engine-specific workflows, systems architecture, and production best practices.
What this skill does
# Game Engines & Frameworks
## Engine Comparison
```
┌─────────────────────────────────────────────────────────────┐
│ ENGINE COMPARISON │
├─────────────────────────────────────────────────────────────┤
│ UNITY (C#): │
│ ├─ Best for: 2D/3D, Mobile, Indie, VR/AR │
│ ├─ Learning: Moderate │
│ ├─ Performance: Good (IL2CPP for native) │
│ └─ Market: 70%+ of mobile games │
│ │
│ UNREAL (C++/Blueprints): │
│ ├─ Best for: AAA, High-end graphics, Large teams │
│ ├─ Learning: Steep (C++) / Easy (Blueprints) │
│ ├─ Performance: Excellent │
│ └─ Market: Major console/PC titles │
│ │
│ GODOT (GDScript/C#): │
│ ├─ Best for: 2D games, Learning, Open source │
│ ├─ Learning: Easy │
│ ├─ Performance: Good for 2D, Improving for 3D │
│ └─ Market: Growing indie scene │
└─────────────────────────────────────────────────────────────┘
```
## Unity Architecture
```
UNITY COMPONENT SYSTEM:
┌─────────────────────────────────────────────────────────────┐
│ GameObject │
│ ├─ Transform (required) │
│ ├─ Renderer (MeshRenderer, SpriteRenderer) │
│ ├─ Collider (BoxCollider, CapsuleCollider) │
│ ├─ Rigidbody (physics simulation) │
│ └─ Custom MonoBehaviour scripts │
│ │
│ LIFECYCLE: │
│ Awake() → OnEnable() → Start() → FixedUpdate() → │
│ Update() → LateUpdate() → OnDisable() → OnDestroy() │
└─────────────────────────────────────────────────────────────┘
```
```csharp
// ✅ Production-Ready: Unity Component Pattern
public class PlayerController : MonoBehaviour
{
[Header("Movement Settings")]
[SerializeField] private float moveSpeed = 5f;
[SerializeField] private float jumpForce = 10f;
[Header("Ground Check")]
[SerializeField] private Transform groundCheck;
[SerializeField] private float groundRadius = 0.2f;
[SerializeField] private LayerMask groundLayer;
private Rigidbody2D _rb;
private bool _isGrounded;
private float _horizontalInput;
// Cache components in Awake
private void Awake()
{
_rb = GetComponent<Rigidbody2D>();
}
private void Update()
{
// Input in Update (frame-rate independent)
_horizontalInput = Input.GetAxisRaw("Horizontal");
if (Input.GetButtonDown("Jump") && _isGrounded)
{
Jump();
}
}
private void FixedUpdate()
{
// Physics in FixedUpdate (consistent timing)
CheckGround();
Move();
}
private void CheckGround()
{
_isGrounded = Physics2D.OverlapCircle(
groundCheck.position, groundRadius, groundLayer);
}
private void Move()
{
_rb.velocity = new Vector2(
_horizontalInput * moveSpeed,
_rb.velocity.y);
}
private void Jump()
{
_rb.velocity = new Vector2(_rb.velocity.x, jumpForce);
}
}
```
## Unreal Engine Architecture
```
UNREAL ACTOR SYSTEM:
┌─────────────────────────────────────────────────────────────┐
│ AActor (Base class for all game objects) │
│ ├─ APawn (Can be possessed by controller) │
│ │ └─ ACharacter (Has CharacterMovementComponent) │
│ ├─ AGameMode (Game rules) │
│ └─ APlayerController (Player input handling) │
│ │
│ COMPONENTS: │
│ ├─ USceneComponent (Transform hierarchy) │
│ ├─ UStaticMeshComponent (3D model) │
│ ├─ UCapsuleComponent (Collision) │
│ └─ UCharacterMovementComponent (Movement logic) │
│ │
│ LIFECYCLE: │
│ Constructor → BeginPlay() → Tick() → EndPlay() │
└─────────────────────────────────────────────────────────────┘
```
```cpp
// ✅ Production-Ready: Unreal Character
UCLASS()
class MYGAME_API AMyCharacter : public ACharacter
{
GENERATED_BODY()
public:
AMyCharacter();
virtual void BeginPlay() override;
virtual void Tick(float DeltaTime) override;
virtual void SetupPlayerInputComponent(
UInputComponent* PlayerInputComponent) override;
protected:
UPROPERTY(EditAnywhere, Category = "Movement")
float WalkSpeed = 600.0f;
UPROPERTY(EditAnywhere, Category = "Movement")
float SprintSpeed = 1200.0f;
UPROPERTY(EditAnywhere, Category = "Combat")
float MaxHealth = 100.0f;
private:
UPROPERTY()
float CurrentHealth;
bool bIsSprinting;
void MoveForward(float Value);
void MoveRight(float Value);
void StartSprint();
void StopSprint();
UFUNCTION()
void OnTakeDamage(float Damage, AActor* DamageCauser);
};
// Implementation
void AMyCharacter::BeginPlay()
{
Super::BeginPlay();
CurrentHealth = MaxHealth;
GetCharacterMovement()->MaxWalkSpeed = WalkSpeed;
}
void AMyCharacter::SetupPlayerInputComponent(
UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
PlayerInputComponent->BindAxis("MoveForward", this,
&AMyCharacter::MoveForward);
PlayerInputComponent->BindAxis("MoveRight", this,
&AMyCharacter::MoveRight);
PlayerInputComponent->BindAction("Sprint", IE_Pressed, this,
&AMyCharacter::StartSprint);
PlayerInputComponent->BindAction("Sprint", IE_Released, this,
&AMyCharacter::StopSprint);
}
```
## Godot Architecture
```
GODOT NODE SYSTEM:
┌─────────────────────────────────────────────────────────────┐
│ Node (Base class) │
│ ├─ Node2D (2D game objects) │
│ │ ├─ Sprite2D │
│ │ ├─ CharacterBody2D │
│ │ └─ Area2D │
│ ├─ Node3D (3D game objects) │
│ │ ├─ MeshInstance3D │
│ │ ├─ CharacterBody3D │
│ │ └─ Area3D │
│ └─ Control (UI elements) │
│ │
│ LIFECYCLE: │
│ _init() → _ready() → _process() / _physics_process() │
│ │
│ SIGNALS (Event System): │
│ signal hit(damage) │
│ emit_signal("hit", 10) │
│ connect("hit", target, "_on_hit") │
└─────────────────────────────────────────────────────────────┘
```
```gdscript
# ✅ Production-Ready: Godot Player Controller
extends CharacterBody2D
class_name Player
signal health_changed(new_health, max_health)
signal died()
@export var move_speed: float = 200.0
@export var jump_force: float = 400.0
@export var max_health: int = 100
@onready var sprite: Sprite2D = $Sprite2D
@onready var animation: AnimatiRelated in General
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