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I think using Open Sourced Engines is the proper response to this. Why reinvent the wheel unless you have your own use case.
by baldfat 8y ago
I think using Open Sourced Engines is the proper response to this. Why reinvent the wheel unless you have your own use case.
- Thaxll 8y agoOpen source engine suck big time, and I'm not even talking about the tooling part which is an even bigger problem, video game engine are usually not something you can do well on your own without large resources.
- baldfat 8y agoGodot and Phaser are not "Suck Big Time" engines. It depends what you are making, but again there is no reason why we must be stuck with closed source engines.
- Thaxll 8y agoNot to offend anyone, but those are toys engine. Godot is probably the most advanced and it's nowhere in term of what proprietary engines can do. I mean look at their showcase: https://godotengine.org/showcase https://godotengine.org/showcase The game engine world is really different from what you usually read on HN like libraries, frameworks, DBs, languages ect ... it's a closed world where everyone built something custom.
- nortiero 8y agoUrho3D is a competent engine https://urho3d.github.io https://urho3d.github.io, and fast. Godot has a pretty home page.
- T-A 8y agohttps://xenko.com/features/ https://xenko.com/features/
- AnIdiotOnTheNet 8y agoOr buy a real license to an engine with a real legal contract.