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	<id>https://chronocrash.com/openbor/wiki/index.php?action=history&amp;feed=atom&amp;title=Main_Page</id>
	<title>Main Page - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://chronocrash.com/openbor/wiki/index.php?action=history&amp;feed=atom&amp;title=Main_Page"/>
	<link rel="alternate" type="text/html" href="https://chronocrash.com/openbor/wiki/index.php?title=Main_Page&amp;action=history"/>
	<updated>2026-09-27T15:28:07Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://chronocrash.com/openbor/wiki/index.php?title=Main_Page&amp;diff=1097&amp;oldid=prev</id>
		<title>Dcurrent: /* Why OpenBOR? */</title>
		<link rel="alternate" type="text/html" href="https://chronocrash.com/openbor/wiki/index.php?title=Main_Page&amp;diff=1097&amp;oldid=prev"/>
		<updated>2026-08-26T03:49:26Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Why OpenBOR?&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw-interface=&quot;&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 23:49, 25 August 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l23&quot;&gt;Line 23:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 23:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;[[Script Overview|Engine-wide scripting]]&amp;#039;&amp;#039;&amp;#039; - Object APIs and [[:Category:Script Events|more than 70 event hooks]] expose input, animation, movement, collision, damage, spawning, audio, drawing, and other runtime systems for inspection, modification, or replacement.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;[[Script Overview|Engine-wide scripting]]&amp;#039;&amp;#039;&amp;#039; - Object APIs and [[:Category:Script Events|more than 70 event hooks]] expose input, animation, movement, collision, damage, spawning, audio, drawing, and other runtime systems for inspection, modification, or replacement.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;[[Time|High-resolution simulation]]&amp;#039;&amp;#039;&amp;#039; - The configurable logical clock runs at 200 Hz by default and remains independent of display updates.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;[[Time|High-resolution simulation]]&amp;#039;&amp;#039;&amp;#039; - The configurable logical clock runs at 200 Hz by default and remains independent of display updates.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &#039;&#039;&#039;[[Geometry Overview|Three-dimensional sprite worlds]]&#039;&#039;&#039; - Floating-point X, Y, and Z geometry provides subpixel movement, terrain, altitude, and depth sorting. Set an area&#039;s Z axis to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a &lt;/del&gt;bounded &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;value &lt;/del&gt;and the engine natively assumes 2D world behaviors.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &#039;&#039;&#039;[[Geometry Overview|Three-dimensional sprite worlds]]&#039;&#039;&#039; - Floating-point X, Y, and Z geometry provides subpixel movement, terrain, altitude, and depth sorting. Set an area&#039;s Z axis to bounded &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;values &lt;/ins&gt;and the engine natively assumes 2D world behaviors.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;[[Collision|Declarative combat collision]]&amp;#039;&amp;#039;&amp;#039; - Indexed three-dimensional attack and body boxes carry damage, reaction, motion, status, and presentation behavior.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;[[Collision|Declarative combat collision]]&amp;#039;&amp;#039;&amp;#039; - Indexed three-dimensional attack and body boxes carry damage, reaction, motion, status, and presentation behavior.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;[[Factions|Composable relationships]]&amp;#039;&amp;#039;&amp;#039; - Four independent 52-bit faction masks provide hardware-speed membership, hostility, direct-damage, and indirect-damage rules.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;[[Factions|Composable relationships]]&amp;#039;&amp;#039;&amp;#039; - Four independent 52-bit faction masks provide hardware-speed membership, hostility, direct-damage, and indirect-damage rules.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Dcurrent</name></author>
	</entry>
	<entry>
		<id>https://chronocrash.com/openbor/wiki/index.php?title=Main_Page&amp;diff=1096&amp;oldid=prev</id>
		<title>Dcurrent: /* Why OpenBOR? */</title>
		<link rel="alternate" type="text/html" href="https://chronocrash.com/openbor/wiki/index.php?title=Main_Page&amp;diff=1096&amp;oldid=prev"/>
		<updated>2026-08-26T03:45:04Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Why OpenBOR?&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw-interface=&quot;&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 23:45, 25 August 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l13&quot;&gt;Line 13:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 13:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;OpenBOR deliberately limits itself to the simulation and presentation of flat, two-dimensional visual assets in an effectively limitless three-dimensional world. No polygons. No meshes. No skeletal rigs. Just raster graphics moving through three axes. Within that foundation, virtually any sprite-powered concept is possible.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;OpenBOR deliberately limits itself to the simulation and presentation of flat, two-dimensional visual assets in an effectively limitless three-dimensional world. No polygons. No meshes. No skeletal rigs. Just raster graphics moving through three axes. Within that foundation, virtually any sprite-powered concept is possible.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;That focus means we spend our development resources on &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;quality &lt;/del&gt;and depth: butter-smooth motion, asset handling, controls, gravity, collision, combat, blocking, grabbing, throwing, artificial intelligence, cameras, level trees, audio, menus, HUDs, saving, and local multiplayer are integrated and ready to use. Everything works together out of the box, with no need to build these foundations or assemble them from &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;third-party &lt;/del&gt;plugins.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;That focus means we spend our development resources on &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;performance &lt;/ins&gt;and depth: butter-smooth motion, asset handling, controls, gravity, collision, combat, blocking, grabbing, throwing, artificial intelligence, cameras, level trees, audio, menus, HUDs, saving, and local multiplayer are integrated and ready to use. Everything works together out of the box, with no need to build these foundations or assemble them from plugins.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Then we layer beat ’em up-oriented behavior over those systems as the default starting point. Supply the necessary assets and configuration, and characters can already move, fight, react, navigate depth, cooperate, and progress through levels. You can have a functional game running within hours, but those defaults don&amp;#039;t dictate the finished product.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Then we layer beat ’em up-oriented behavior over those systems as the default starting point. Supply the necessary assets and configuration, and characters can already move, fight, react, navigate depth, cooperate, and progress through levels. You can have a functional game running within hours, but those defaults don&amp;#039;t dictate the finished product.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Dcurrent</name></author>
	</entry>
	<entry>
		<id>https://chronocrash.com/openbor/wiki/index.php?title=Main_Page&amp;diff=1095&amp;oldid=prev</id>
		<title>Dcurrent: /* Why OpenBOR? */</title>
		<link rel="alternate" type="text/html" href="https://chronocrash.com/openbor/wiki/index.php?title=Main_Page&amp;diff=1095&amp;oldid=prev"/>
		<updated>2026-08-25T17:39:31Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Why OpenBOR?&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw-interface=&quot;&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 13:39, 25 August 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l28&quot;&gt;Line 28:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 28:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;[[Subscreens|Recursive graphics composition]]&amp;#039;&amp;#039;&amp;#039; - Script-created subscreens support nested rendering, layer capture, transformations, masks, split screens, and feedback effects.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;[[Subscreens|Recursive graphics composition]]&amp;#039;&amp;#039;&amp;#039; - Script-created subscreens support nested rendering, layer capture, transformations, masks, split screens, and feedback effects.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;[[Runtime Script Compilation|Runtime metaprogramming]]&amp;#039;&amp;#039;&amp;#039; - Modules can load and combine source files, compile them into independently owned programs, retain persistent state, execute them repeatedly, and replace them during play.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;[[Runtime Script Compilation|Runtime metaprogramming]]&amp;#039;&amp;#039;&amp;#039; - Modules can load and combine source files, compile them into independently owned programs, retain persistent state, execute them repeatedly, and replace them during play.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &#039;&#039;&#039;Optimized performance&#039;&#039;&#039; - Native systems, high-frequency simulation, and script integration are engineered to maintain steady frame rates and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;butter-smooth &lt;/del&gt;motion with dozens or hundreds of active objects.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &#039;&#039;&#039;Optimized performance&#039;&#039;&#039; - Native systems, high-frequency simulation, and script integration are engineered to maintain steady frame rates and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;seamless &lt;/ins&gt;motion with dozens or hundreds of active objects.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Getting Started ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Getting Started ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Dcurrent</name></author>
	</entry>
	<entry>
		<id>https://chronocrash.com/openbor/wiki/index.php?title=Main_Page&amp;diff=1094&amp;oldid=prev</id>
		<title>Dcurrent: /* Why OpenBOR? */</title>
		<link rel="alternate" type="text/html" href="https://chronocrash.com/openbor/wiki/index.php?title=Main_Page&amp;diff=1094&amp;oldid=prev"/>
		<updated>2026-08-25T17:38:05Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Why OpenBOR?&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw-interface=&quot;&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 13:38, 25 August 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l23&quot;&gt;Line 23:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 23:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;[[Script Overview|Engine-wide scripting]]&amp;#039;&amp;#039;&amp;#039; - Object APIs and [[:Category:Script Events|more than 70 event hooks]] expose input, animation, movement, collision, damage, spawning, audio, drawing, and other runtime systems for inspection, modification, or replacement.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;[[Script Overview|Engine-wide scripting]]&amp;#039;&amp;#039;&amp;#039; - Object APIs and [[:Category:Script Events|more than 70 event hooks]] expose input, animation, movement, collision, damage, spawning, audio, drawing, and other runtime systems for inspection, modification, or replacement.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;[[Time|High-resolution simulation]]&amp;#039;&amp;#039;&amp;#039; - The configurable logical clock runs at 200 Hz by default and remains independent of display updates.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;[[Time|High-resolution simulation]]&amp;#039;&amp;#039;&amp;#039; - The configurable logical clock runs at 200 Hz by default and remains independent of display updates.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &#039;&#039;&#039;[[Geometry Overview|Three-dimensional sprite worlds]]&#039;&#039;&#039; - Floating-point X, Y, and Z geometry provides subpixel movement, terrain, altitude, and depth sorting. Set a bounded &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Z axis &lt;/del&gt;and the engine natively assumes 2D world behaviors.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &#039;&#039;&#039;[[Geometry Overview|Three-dimensional sprite worlds]]&#039;&#039;&#039; - Floating-point X, Y, and Z geometry provides subpixel movement, terrain, altitude, and depth sorting. Set &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;an area&#039;s Z axis to &lt;/ins&gt;a bounded &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;value &lt;/ins&gt;and the engine natively assumes 2D world behaviors.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;[[Collision|Declarative combat collision]]&amp;#039;&amp;#039;&amp;#039; - Indexed three-dimensional attack and body boxes carry damage, reaction, motion, status, and presentation behavior.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;[[Collision|Declarative combat collision]]&amp;#039;&amp;#039;&amp;#039; - Indexed three-dimensional attack and body boxes carry damage, reaction, motion, status, and presentation behavior.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;[[Factions|Composable relationships]]&amp;#039;&amp;#039;&amp;#039; - Four independent 52-bit faction masks provide hardware-speed membership, hostility, direct-damage, and indirect-damage rules.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;[[Factions|Composable relationships]]&amp;#039;&amp;#039;&amp;#039; - Four independent 52-bit faction masks provide hardware-speed membership, hostility, direct-damage, and indirect-damage rules.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Dcurrent</name></author>
	</entry>
	<entry>
		<id>https://chronocrash.com/openbor/wiki/index.php?title=Main_Page&amp;diff=1093&amp;oldid=prev</id>
		<title>Dcurrent: /* Why OpenBOR? */</title>
		<link rel="alternate" type="text/html" href="https://chronocrash.com/openbor/wiki/index.php?title=Main_Page&amp;diff=1093&amp;oldid=prev"/>
		<updated>2026-08-25T17:34:52Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Why OpenBOR?&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw-interface=&quot;&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 13:34, 25 August 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l23&quot;&gt;Line 23:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 23:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;[[Script Overview|Engine-wide scripting]]&amp;#039;&amp;#039;&amp;#039; - Object APIs and [[:Category:Script Events|more than 70 event hooks]] expose input, animation, movement, collision, damage, spawning, audio, drawing, and other runtime systems for inspection, modification, or replacement.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;[[Script Overview|Engine-wide scripting]]&amp;#039;&amp;#039;&amp;#039; - Object APIs and [[:Category:Script Events|more than 70 event hooks]] expose input, animation, movement, collision, damage, spawning, audio, drawing, and other runtime systems for inspection, modification, or replacement.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;[[Time|High-resolution simulation]]&amp;#039;&amp;#039;&amp;#039; - The configurable logical clock runs at 200 Hz by default and remains independent of display updates.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;[[Time|High-resolution simulation]]&amp;#039;&amp;#039;&amp;#039; - The configurable logical clock runs at 200 Hz by default and remains independent of display updates.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &#039;&#039;&#039;[[Geometry Overview|Three-dimensional sprite worlds]]&#039;&#039;&#039; - Floating-point X, Y, and Z geometry provides subpixel movement, terrain, altitude, and depth sorting.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &#039;&#039;&#039;[[Geometry Overview|Three-dimensional sprite worlds]]&#039;&#039;&#039; - Floating-point X, Y, and Z geometry provides subpixel movement, terrain, altitude, and depth sorting&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. Set a bounded Z axis and the engine natively assumes 2D world behaviors&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;[[Collision|Declarative combat collision]]&amp;#039;&amp;#039;&amp;#039; - Indexed three-dimensional attack and body boxes carry damage, reaction, motion, status, and presentation behavior.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;[[Collision|Declarative combat collision]]&amp;#039;&amp;#039;&amp;#039; - Indexed three-dimensional attack and body boxes carry damage, reaction, motion, status, and presentation behavior.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;[[Factions|Composable relationships]]&amp;#039;&amp;#039;&amp;#039; - Four independent 52-bit faction masks provide hardware-speed membership, hostility, direct-damage, and indirect-damage rules.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;[[Factions|Composable relationships]]&amp;#039;&amp;#039;&amp;#039; - Four independent 52-bit faction masks provide hardware-speed membership, hostility, direct-damage, and indirect-damage rules.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Dcurrent</name></author>
	</entry>
	<entry>
		<id>https://chronocrash.com/openbor/wiki/index.php?title=Main_Page&amp;diff=1092&amp;oldid=prev</id>
		<title>Dcurrent: /* Why OpenBOR? */</title>
		<link rel="alternate" type="text/html" href="https://chronocrash.com/openbor/wiki/index.php?title=Main_Page&amp;diff=1092&amp;oldid=prev"/>
		<updated>2026-08-25T17:30:48Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Why OpenBOR?&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw-interface=&quot;&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 13:30, 25 August 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l15&quot;&gt;Line 15:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 15:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;That focus means we spend our development resources on quality and depth: butter-smooth motion, asset handling, controls, gravity, collision, combat, blocking, grabbing, throwing, artificial intelligence, cameras, level trees, audio, menus, HUDs, saving, and local multiplayer are integrated and ready to use. Everything works together out of the box, with no need to build these foundations or assemble them from third-party plugins.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;That focus means we spend our development resources on quality and depth: butter-smooth motion, asset handling, controls, gravity, collision, combat, blocking, grabbing, throwing, artificial intelligence, cameras, level trees, audio, menus, HUDs, saving, and local multiplayer are integrated and ready to use. Everything works together out of the box, with no need to build these foundations or assemble them from third-party plugins.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;We &lt;/del&gt;layer beat ’em up-oriented behavior over those systems as the default starting point. Supply the necessary assets and configuration, and characters can already move, fight, react, navigate depth, cooperate, and progress through levels. You can have a functional game running within hours, but those defaults don&#039;t dictate the finished product.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Then we &lt;/ins&gt;layer beat ’em up-oriented behavior over those systems as the default starting point. Supply the necessary assets and configuration, and characters can already move, fight, react, navigate depth, cooperate, and progress through levels. You can have a functional game running within hours, but those defaults don&#039;t dictate the finished product.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Configuration and script expose the same engine objects, properties, and low-level primitives beneath that native behavior. Creators can inspect runtime state, customize selected operations, replace complete subsystems, or combine the primitives into something we never anticipated. The same technical model can support platformers, shooters, role-playing games, puzzles, and other designs far removed from the default.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Configuration and script expose the same engine objects, properties, and low-level primitives beneath that native behavior. Creators can inspect runtime state, customize selected operations, replace complete subsystems, or combine the primitives into something we never anticipated. The same technical model can support platformers, shooters, role-playing games, puzzles, and other designs far removed from the default.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Dcurrent</name></author>
	</entry>
	<entry>
		<id>https://chronocrash.com/openbor/wiki/index.php?title=Main_Page&amp;diff=1091&amp;oldid=prev</id>
		<title>Dcurrent: /* Why OpenBOR? */</title>
		<link rel="alternate" type="text/html" href="https://chronocrash.com/openbor/wiki/index.php?title=Main_Page&amp;diff=1091&amp;oldid=prev"/>
		<updated>2026-08-25T17:28:46Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Why OpenBOR?&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw-interface=&quot;&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 13:28, 25 August 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l13&quot;&gt;Line 13:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 13:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;OpenBOR deliberately limits itself to the simulation and presentation of flat, two-dimensional visual assets in an effectively limitless three-dimensional world. No polygons. No meshes. No skeletal rigs. Just raster graphics moving through three axes. Within that foundation, virtually any sprite-powered concept is possible.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;OpenBOR deliberately limits itself to the simulation and presentation of flat, two-dimensional visual assets in an effectively limitless three-dimensional world. No polygons. No meshes. No skeletal rigs. Just raster graphics moving through three axes. Within that foundation, virtually any sprite-powered concept is possible.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;That focus &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lets us invest &lt;/del&gt;our development resources on quality and depth&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. Butter &lt;/del&gt;smooth motion, asset handling, controls, gravity, collision, combat, blocking, grabbing, throwing, artificial intelligence, cameras, level trees, audio, menus, HUDs, saving, and local multiplayer are integrated and ready to use. Everything works together out of the box, with no need to build these foundations or assemble them from third-party plugins.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;That focus &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;means we spend &lt;/ins&gt;our development resources on quality and depth&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;: butter-&lt;/ins&gt;smooth motion, asset handling, controls, gravity, collision, combat, blocking, grabbing, throwing, artificial intelligence, cameras, level trees, audio, menus, HUDs, saving, and local multiplayer are integrated and ready to use. Everything works together out of the box, with no need to build these foundations or assemble them from third-party plugins.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;We layer beat ’em up-oriented behavior over those systems as the default starting point. Supply the necessary assets and configuration, and characters can already move, fight, react, navigate depth, cooperate, and progress through levels. You can have a functional game running within hours, but those defaults don&amp;#039;t dictate the finished product.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;We layer beat ’em up-oriented behavior over those systems as the default starting point. Supply the necessary assets and configuration, and characters can already move, fight, react, navigate depth, cooperate, and progress through levels. You can have a functional game running within hours, but those defaults don&amp;#039;t dictate the finished product.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Dcurrent</name></author>
	</entry>
	<entry>
		<id>https://chronocrash.com/openbor/wiki/index.php?title=Main_Page&amp;diff=1090&amp;oldid=prev</id>
		<title>Dcurrent: /* Why OpenBOR? */</title>
		<link rel="alternate" type="text/html" href="https://chronocrash.com/openbor/wiki/index.php?title=Main_Page&amp;diff=1090&amp;oldid=prev"/>
		<updated>2026-08-25T17:23:32Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Why OpenBOR?&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw-interface=&quot;&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 13:23, 25 August 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l13&quot;&gt;Line 13:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 13:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;OpenBOR deliberately limits itself to the simulation and presentation of flat, two-dimensional visual assets in an effectively limitless three-dimensional world. No polygons. No meshes. No skeletal rigs. Just raster graphics moving through three axes. Within that foundation, virtually any sprite-powered concept is possible.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;OpenBOR deliberately limits itself to the simulation and presentation of flat, two-dimensional visual assets in an effectively limitless three-dimensional world. No polygons. No meshes. No skeletal rigs. Just raster graphics moving through three axes. Within that foundation, virtually any sprite-powered concept is possible.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;That focus lets us invest our development resources &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in &lt;/del&gt;depth. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Asset &lt;/del&gt;handling, controls&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, movement&lt;/del&gt;, gravity, collision, combat, blocking, grabbing, throwing, artificial intelligence, cameras, level trees, audio, menus, HUDs, saving, and local multiplayer are integrated and ready to use. Everything works together out of the box, with no need to build these foundations or assemble them from third-party plugins.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;That focus lets us invest our development resources &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;on quality and &lt;/ins&gt;depth. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Butter smooth motion, asset &lt;/ins&gt;handling, controls, gravity, collision, combat, blocking, grabbing, throwing, artificial intelligence, cameras, level trees, audio, menus, HUDs, saving, and local multiplayer are integrated and ready to use. Everything works together out of the box, with no need to build these foundations or assemble them from third-party plugins.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;We layer beat ’em up-oriented behavior over those systems as the default starting point. Supply the necessary assets and configuration, and characters can already move, fight, react, navigate depth, cooperate, and progress through levels. You can have a functional game running within hours, but those defaults don&amp;#039;t dictate the finished product.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;We layer beat ’em up-oriented behavior over those systems as the default starting point. Supply the necessary assets and configuration, and characters can already move, fight, react, navigate depth, cooperate, and progress through levels. You can have a functional game running within hours, but those defaults don&amp;#039;t dictate the finished product.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Dcurrent</name></author>
	</entry>
	<entry>
		<id>https://chronocrash.com/openbor/wiki/index.php?title=Main_Page&amp;diff=1089&amp;oldid=prev</id>
		<title>Dcurrent: /* Why OpenBOR? */</title>
		<link rel="alternate" type="text/html" href="https://chronocrash.com/openbor/wiki/index.php?title=Main_Page&amp;diff=1089&amp;oldid=prev"/>
		<updated>2026-08-25T17:21:14Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Why OpenBOR?&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw-interface=&quot;&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 13:21, 25 August 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l9&quot;&gt;Line 9:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 9:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Why OpenBOR? ===&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Why OpenBOR? ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;What sets OpenBOR apart is how we define its scope. Some engines concentrate on a particular &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;genre. Role&lt;/del&gt;-playing games&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. One&lt;/del&gt;-on-one fighters&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. Shoot&lt;/del&gt;-’em-ups&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. Real&lt;/del&gt;-time strategy&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. Puzzle games&lt;/del&gt;. Others attempt to support every technical medium, leaving developers to build most game-specific functionality themselves. Both are valid approaches. We take a third path by &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;choosing &lt;/del&gt;a technical &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lane rather than a &lt;/del&gt;result &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lane&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;What sets OpenBOR apart is how we define its scope. Some engines concentrate on a particular &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;result: role&lt;/ins&gt;-playing games&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, one&lt;/ins&gt;-on-one fighters&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, shoot&lt;/ins&gt;-’em-ups&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, real&lt;/ins&gt;-time strategy&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, or puzzles&lt;/ins&gt;. Others attempt to support every technical medium, leaving developers to build most game-specific functionality themselves. Both are valid approaches. We take a third path by &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;specializing in &lt;/ins&gt;a technical &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;medium without prescribing the &lt;/ins&gt;result.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;OpenBOR deliberately &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stays within &lt;/del&gt;the simulation and presentation of flat, two-dimensional visual assets in an effectively limitless three-dimensional world. No polygons. No meshes. No skeletal rigs. Just raster graphics moving through three axes. Within that foundation, virtually any sprite powered concept is possible.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;OpenBOR deliberately &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;limits itself to &lt;/ins&gt;the simulation and presentation of flat, two-dimensional visual assets in an effectively limitless three-dimensional world. No polygons. No meshes. No skeletal rigs. Just raster graphics moving through three axes. Within that foundation, virtually any sprite&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-&lt;/ins&gt;powered concept is possible.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;That focus lets us &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;concentrate &lt;/del&gt;our development resources &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;on making OpenBOR the most capable, efficient, and complete engine possible for its chosen medium&lt;/del&gt;. Asset handling, controls, movement, gravity, collision, combat, blocking, grabbing, throwing, artificial intelligence, cameras, level trees, audio, menus, HUDs, saving, and local multiplayer are &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fully &lt;/del&gt;integrated and ready to use. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Creators do not &lt;/del&gt;need to build these foundations or assemble them from third-party plugins &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;before they can begin making a game&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;That focus lets us &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;invest &lt;/ins&gt;our development resources &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in depth&lt;/ins&gt;. Asset handling, controls, movement, gravity, collision, combat, blocking, grabbing, throwing, artificial intelligence, cameras, level trees, audio, menus, HUDs, saving, and local multiplayer are integrated and ready to use. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Everything works together out of the box, with no &lt;/ins&gt;need to build these foundations or assemble them from third-party plugins.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;We &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;then &lt;/del&gt;layer beat ’em up-oriented behavior over those systems as the default starting point. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Characters &lt;/del&gt;can move, fight, react, navigate depth, cooperate, and progress through levels &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as soon as creators supply the necessary assets and configuration&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Those defaults &lt;/del&gt;can &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;put &lt;/del&gt;a functional game &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;on screen &lt;/del&gt;within hours, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;though they do not &lt;/del&gt;dictate &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;what &lt;/del&gt;the finished &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game must become&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;We layer beat ’em up-oriented behavior over those systems as the default starting point. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Supply the necessary assets and configuration, and characters &lt;/ins&gt;can &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;already &lt;/ins&gt;move, fight, react, navigate depth, cooperate, and progress through levels. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;You &lt;/ins&gt;can &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;have &lt;/ins&gt;a functional game &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;running &lt;/ins&gt;within hours, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but those defaults don&#039;t &lt;/ins&gt;dictate the finished &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;product&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The &lt;/del&gt;same engine objects, properties, and low-level primitives &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;remain exposed through configuration and script&lt;/del&gt;. Creators can inspect runtime state, customize selected &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;behavior&lt;/del&gt;, replace complete subsystems, or combine the primitives into something we never anticipated. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Platformers&lt;/del&gt;, shooters, role-playing games, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;puzzle games&lt;/del&gt;, and other designs &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can all operate within &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same technical model&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Configuration and script expose the &lt;/ins&gt;same engine objects, properties, and low-level primitives &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;beneath that native behavior&lt;/ins&gt;. Creators can inspect runtime state, customize selected &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;operations&lt;/ins&gt;, replace complete subsystems, or combine the primitives into something we never anticipated. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The same technical model can support platformers&lt;/ins&gt;, shooters, role-playing games, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;puzzles&lt;/ins&gt;, and other designs &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;far removed from &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;default&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Staying within &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;technical lane therefore allows us to make OpenBOR more &lt;/del&gt;complete &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;without making it less versatile. Native functionality provides a high &lt;/del&gt;starting point, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;not a boundary. We are not trying to make &lt;/del&gt;an &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;engine that does everything. We are working to make the most complete, efficient, and open-ended engine possible for the medium we have chosen&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The result is a deliberately bounded medium, &lt;/ins&gt;a complete starting point, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and &lt;/ins&gt;an &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ending defined only by your imagination&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;Complete native gameplay&amp;#039;&amp;#039;&amp;#039; - Controls, movement, gravity, level trees, platforms, combat, blocking, grabbing, throwing, artificial intelligence, cameras, audio, menus, HUDs, and saving work without custom code.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;Complete native gameplay&amp;#039;&amp;#039;&amp;#039; - Controls, movement, gravity, level trees, platforms, combat, blocking, grabbing, throwing, artificial intelligence, cameras, audio, menus, HUDs, and saving work without custom code.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;[[Script Overview|Engine-wide scripting]]&amp;#039;&amp;#039;&amp;#039; - Object APIs and [[:Category:Script Events|more than 70 event hooks]] expose input, animation, movement, collision, damage, spawning, audio, drawing, and other runtime systems for inspection, modification, or replacement.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;#039;&amp;#039;&amp;#039;[[Script Overview|Engine-wide scripting]]&amp;#039;&amp;#039;&amp;#039; - Object APIs and [[:Category:Script Events|more than 70 event hooks]] expose input, animation, movement, collision, damage, spawning, audio, drawing, and other runtime systems for inspection, modification, or replacement.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Dcurrent</name></author>
	</entry>
	<entry>
		<id>https://chronocrash.com/openbor/wiki/index.php?title=Main_Page&amp;diff=1088&amp;oldid=prev</id>
		<title>Dcurrent: /* Why OpenBOR? */</title>
		<link rel="alternate" type="text/html" href="https://chronocrash.com/openbor/wiki/index.php?title=Main_Page&amp;diff=1088&amp;oldid=prev"/>
		<updated>2026-08-25T17:13:11Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Why OpenBOR?&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw-interface=&quot;&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 13:13, 25 August 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l11&quot;&gt;Line 11:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 11:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;What sets OpenBOR apart is how we define its scope. Some engines concentrate on a particular genre. Role-playing games. One-on-one fighters. Shoot-’em-ups. Real-time strategy. Puzzle games. Others attempt to support every technical medium, leaving developers to build most game-specific functionality themselves. Both are valid approaches. We take a third path by choosing a technical lane rather than a result lane.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;What sets OpenBOR apart is how we define its scope. Some engines concentrate on a particular genre. Role-playing games. One-on-one fighters. Shoot-’em-ups. Real-time strategy. Puzzle games. Others attempt to support every technical medium, leaving developers to build most game-specific functionality themselves. Both are valid approaches. We take a third path by choosing a technical lane rather than a result lane.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;OpenBOR deliberately stays within the simulation and presentation of flat, two-dimensional visual assets in an effectively limitless three-dimensional world. No polygons. No meshes. No skeletal rigs. Just raster graphics moving through three axes. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Those choices limit how an OpenBOR world &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;represented, not what creators can produce within it&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;OpenBOR deliberately stays within the simulation and presentation of flat, two-dimensional visual assets in an effectively limitless three-dimensional world. No polygons. No meshes. No skeletal rigs. Just raster graphics moving through three axes. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Within that foundation, virtually any sprite powered concept &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;possible&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;That focus lets us concentrate our development resources on making OpenBOR the most capable, efficient, and complete engine possible for its chosen medium. Asset handling, controls, movement, gravity, collision, combat, blocking, grabbing, throwing, artificial intelligence, cameras, level trees, audio, menus, HUDs, saving, and local multiplayer are fully integrated and ready to use. Creators do not need to build these foundations or assemble them from third-party plugins before they can begin making a game.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;That focus lets us concentrate our development resources on making OpenBOR the most capable, efficient, and complete engine possible for its chosen medium. Asset handling, controls, movement, gravity, collision, combat, blocking, grabbing, throwing, artificial intelligence, cameras, level trees, audio, menus, HUDs, saving, and local multiplayer are fully integrated and ready to use. Creators do not need to build these foundations or assemble them from third-party plugins before they can begin making a game.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Dcurrent</name></author>
	</entry>
</feed>