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A completely custom engine – which Nintendo seemingly calls [[KingSystem]] – is used for ''Breath of the Wild''. It appears to have been written from scratch as nothing significant is shared with previous Zelda games or even older Nintendo games. In particular, ''Breath of the Wild'' does '''not''' use LunchPack or ''SMO''<nowiki/>'s engine, even though games using the former appear to use a ''BotW''-inspired ROM structure.
A completely custom engine – which Nintendo seemingly calls [[KingSystem]] – is used for ''Breath of the Wild''. It appears to have been written from scratch as nothing significant is shared with previous Zelda games or even older Nintendo games. In particular, ''Breath of the Wild'' does '''not''' use LunchPack or ''SMO''<nowiki/>'s engine, even though games using the former appear to use a ''BotW''-inspired ROM structure.


The game relies on the [[Havok]] physics engine for [[wikipedia:Ragdoll physics|ragdoll physics]], collision (Physics2012), navigation (NavMesh), and [[wikipedia:Cloth modeling|cloth modeling]]. ''Breath of the Wild'' does not use Nintendo's KCL library.
The game relies on the [[Havok]] physics engine for [[wikipedia:Ragdoll physics|ragdoll physics]], collision (Physics2012), navigation (NavMesh), and [[wikipedia:Cloth modeling|cloth modeling]]. ''Breath of the Wild'' does not use Nintendo's KCL library.
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