5 ms·
It was absolutely a tiny amount of effort in comparison to developing your own fully featured render pipeline. As is anything I've had to do. That is, after all
by Agentlien 5y ago
It was absolutely a tiny amount of effort in comparison to developing your own fully featured render pipeline. As is anything I've had to do. That is, after all, the point of using a commercial engine. It does the heavy lifting, I just need to tweak it.
> I hope my original message didn't come across as "there is no work involved in using a preexisting engine!"
Absolutely not. I've come across the argument about making a game for the end user experience before and it always strikes me as a case of not understanding the capabilities of your tools. I just wished, more for others who come across this than people with our experience, to add that some modification of the tools is to be expected.
> That example doesn't effect the "user experience" of the game either
Let me finish by saying that it's true, unless you count your game having stable frame rate on weaker platforms as part of the user experience. ;)
- maccard 5y ago> Let me finish by saying that it's true, unless you count your game having stable frame rate on weaker platforms as part of the user experience. ;) While this is true, it's also not a "given" from a custom engine and needs to be planned for. It's a big ask for a team to reimplement their renderer as a forward renderer, but it's a checkbox in UE4 (plus reimplementing all the materials etc).
- Agentlien 5y agoI certainly agree. I'm really not arguing for writing your own engine as anything other than an excellent learning exercise. I've written my own engines and renderers (both forward and deferred) and I'm more than happy to rely on whatever engine we happen to be using at work to solve most hairy issues for me.