Programming line by line by another program – the

Programming languages can either be compiled or interpreted;
compiled languages are programs that are fully translated from source code to
object code, for the target system to read in its specific language given to
the processor and OS. On the other hand, interpreted languages are interpreted
by the system line by line by another program – the interpreter which is often
specialised for a certain computer. To interpret the language means to
translate it to the system’s equivalent of that language, it could also be done
by converting the program into a transitional code that can then be interpreted
to the system’s specific language by the interpreter.

 It depends on the
purpose of a program for whether compiled or interpreted is better, but each has
general advantages/disadvantages that do not change. Compiled languages are
much faster due to the not having every line of code individually interpreted
when the program is booted or while running, but instead read directly by the
computer. However, versions that are not compiled can be ported to many different
systems as interpreters will make the program usable while compilers are a lot
more difficult to develop.

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C++ is a common compiled language, many game engines such as
CryEngine, Blender, and Unity are built in C++ as powerful object-oriented programming (OOP) language. An OOP
language differs from procedural oriented programming (POP) in several ways –
OOP has sections called objects that hold functions and data, this allows
objects to be modified much easier than in POP, where the code just follows
procedures (instructions that follow a specific order of statements). As in
procedural languages, when new functions are added many modules will probably
need to be changed – while object languages can add objects without changes as
they can inherit data/functions due to objects already created.

The build language of a game engine is responsible for the
core game mechanics including a rendering engine for 3D animated graphics,
physics engine to give a game its own laws of physics (otherwise known as collision
detection), artificial intelligence to generate realistic acting NPCs that
react to player’s actions, an audio engine, and many more components that make
up a video game. This is supported by scripting languages such as Python or
JavaScript that allow developers to implement visual game features/additions
that do not change how a game runs so even if there are glitches and errors
then it will only make the new addition bugged as the game’s code and the game
engine’s code are separated. The scripting language for the engine also does
not have to be compiled, so it is quicker
to develop but without affecting the performance.  

3D modelling software, used for many purposes such as
product design, TV/film, animation, architecture, education, and video games,
has a few features of game engines as well. The rendering engine within
software like Autodesk Maya or 3DS Max is the software that allows the models
and their textures, materials, and colours to be rendered into images,
animations, and game models. The process can
take some time depending on the number of polygons/triangles, effects,
and any tools used in the creation of the model—it also depends on CPU/GPU
processing power. 3D software may also have their own scripting language, as
3DS Max has MAXScript, which provide the option for scripting for the same
functions as the GUI has but as simplified and faster alternatives to speed up
a task that the user will probably