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There's cases where the game you want to make is so different that it's easier to write a new engine, like with the 4D graphics/physics in Miegakure (https://marctenbosch.com/news/). Ignoring unique features like those, most of what game engines do is magic incantations to make graphics cards work, file format munging, and resource management. That stuff can be copied over between projects pretty easily.

OTOH FPS mechanics like running, jumping, shooting are the core of the game and get re-implemented differently each time. Game engines don't really have much interaction implemented, and the physics they provide still has a lot of bugs, so behaviors end up with custom code most of the time.

Assets are kind of hit or miss as to whether they're reusable, and usually need some tweaking if they are reused.

Overall I'd say the reason games have moved to 3D is because of hardware support and better gameplay mechanics, rather than code reuse. Untitled Goose could have been an isometric tile game made in RPG Maker or whatever but they would have had to spend more effort on graphics and the physics glitches wouldn't be as funny.

Apparently Minecraft is still the top-selling game in the world; the code there was written completely from scratch.

I wonder if it's really software that's hard though, or that life in general is hard and software failures are just more visible.




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