Editing Blam engine

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The Tiger Engine was a significantly overhauled version of the Blam engine developed for the ''Destiny'' franchise by [[Bungie]], after their split from [[Microsoft]]. It was designed to overcome a number of limitations with the Blam engine and to be future-proofed for the then-upcoming [[Wikipedia:Eighth generation of video game consoles|eighth console generation]]. Both ''[[Wikipedia:Destiny (video game)|Destiny]]'' and ''[[Wikipedia:Destiny 2|Destiny 2]]'' were developed using the engine.{{Ref/Reuse|TigerEngine}}
The Tiger Engine was a significantly overhauled version of the Blam engine developed for the ''Destiny'' franchise by [[Bungie]], after their split from [[Microsoft]]. It was designed to overcome a number of limitations with the Blam engine and to be future-proofed for the then-upcoming [[Wikipedia:Eighth generation of video game consoles|eighth console generation]]. Both ''[[Wikipedia:Destiny (video game)|Destiny]]'' and ''[[Wikipedia:Destiny 2|Destiny 2]]'' were developed using the engine.{{Ref/Reuse|TigerEngine}}


The Tiger Engine was a response to a number of constraints of the Blam engine that were becoming increasingly problematic as time passed, and both video game hardware and the industry evolved. Rather than [[Wikipedia:Technical debt|technical debt]] or messy code, these constraints were mainly a result of the core design principles of the Blam engine - for instance, Blam assumed that there would only be one target platform for its games, and was largely [[Wikipedia:Thread_(computing)#Single-threaded_vs_multithreaded_programs|single-threaded]]. As Bungie continued to iterate upon the Blam engine with each subsequent game, more and more code was built upon these fundamental assumptions, turning them essentially into "unwritten rules" of the engine.{{Ref/Reuse|TigerEngine}}
The Tiger Engine was a response to a number of constraints of the Blam engine that were becoming increasingly problematic as time passed, and both video game hardware and the industry evolved. Rather than [[Wikipedia:Technical debt|technical debt]] or messy code, these constraints were mainly a result of the core design principles of the Blam engine - for instance, Blam assumed that there would only be one target platform for its games, and was largely [[Wikipedia:Thread_(computing)#Single-threaded_vs_multithreaded_programs|single-threaded]]. As Bungie continued to iterate upon the Blam engine with each subsequent, more and more code was built upon these fundamental assumptions, turning them essentially into "unwritten rules" of the engine.{{Ref/Reuse|TigerEngine}}


These constraints were not compatible with ''Destiny'' in a number of ways: it was a multi-platform game targeting release on a multitude of consoles, all of its target platforms contained [[Wikipedia:Multi-core processor|multi-core processors]] which requires [[Wikipedia:Thread (computing)Single-threaded_vs_multithreaded_programs|multithreading]] to take full advantage of, and finally, ''Destiny'' would feature many sizable content updates after launch, which Blam did not support.  However, Bungie still wanted to preserve large portions of the Blam engine, notably the gameplay framework and networking code, and so couldn't build a new engine or switch to a third-party one.{{Ref/Reuse|TigerEngine}}
These constraints were not compatible with ''Destiny'' in a number of ways: it was a multi-platform game targeting release on a multitude of consoles, all of its target platforms contained [[Wikipedia:Multi-core processor|multi-core processors]] which requires [[Wikipedia:Thread (computing)Single-threaded_vs_multithreaded_programs|multithreading]] to take full advantage of, and finally, ''Destiny'' would feature many sizable content updates after launch, which Blam did not support.  However, Bungie still wanted to preserve large portions of the Blam engine, notably the gameplay framework and networking code, and so couldn't build a new engine or switch to a third-party one.{{Ref/Reuse|TigerEngine}}

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