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    <p>Going to start from the most basic based on what I understand.</p> <p>A library is something extended into a program, a really common example would be a .dll file (Dynamic-link library) which extends functionality into the application it is being included in. I tend to think of libraries as being similar in many ways to classes because they are extending existing functionality into something that does not natively have that functionality (I am kind of inexperienced with libraries so please correct me if I am wrong). There is more to libraries then just this though so I will point you to wikipedia:</p> <p><a href="http://en.wikipedia.org/wiki/Programming_library" rel="nofollow">http://en.wikipedia.org/wiki/Programming_library</a></p> <p>A framework is pretty simple to explain, it is <strong>basically</strong> a collection of libraries. When you are referencing an object in XNA (say you want to make a StringBuilder), then the framework you are using references System.Text (EDIT: Which is part of the mscorelib) to access the class StringBuilder. So in this example (as Aleks pointed out) it goes StringBuilder (class) Text (namespace) System (another namespace) which is part of mscorelib (or the .NET library according to MSDN).</p> <p>Game Engines are sort of similar to frameworks but they are a little more focused and refined. In general I think a game engine includes things like resources, editors, built in functionality, and ect that you would not necessarily find in just XNA. I think one of the biggest draws (from my understanding) to using a game engine is the resources included. You don't need to create your own textures, they may have some models, sounds, animations. It is a more complete set of tools for creating a video game as opposed to having to create all that stuff from scratch. Again I will point you to wikipedia for more:</p> <p><a href="http://en.wikipedia.org/wiki/Game_engine" rel="nofollow">http://en.wikipedia.org/wiki/Game_engine</a></p>
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