Game engines provide super-fast photorealistic rendering that architects can also use to make architectural visualization smoother while creating visuals that can rival those created using offline rendering techniques. But this would only be the case if I choose to go with scenario 2 right? Meanwhile if I go with scenario 1, I could just add networking whenever because the game engine isn't dependant on it. A game engine is a software framework primarily designed to develop video games and includes relevant libraries and support programs. In past experiences adding networking to a single-player game is quite hard, and I assume this principle will apply to a game engine as well (ie. Game engine architecture The main crux of this model is two-fold: It is separated into one set of view components which are both event consumers and command producers. I assume every game is multiplayer (multiplayer with 1 player if single player) and kind of build networking into the engine natively. Basically just building the networking on top of the game engine, which means the other functionalities (like rendering, physics, etc.) don't need to know about networking right? I give a low-level/high-level API to the user to do networking on their own (like UNet I guess?). I have past experience making networking games in Unity and whatnot, however I am sort of conflicted as to how to structure the networking part. I am currently building a 2d game engine, with the future intention of adding some sort of networking functionality.
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