4 ms·
It doesn't really matter engine you choose between, no matter if it's inhouse/unity/unreal/godot or whatever. What matters is what expertise you already have, s
by capableweb 4y ago
It doesn't really matter engine you choose between, no matter if it's inhouse/unity/unreal/godot or whatever. What matters is what expertise you already have, skills of current/future developers and how your development process works.
If all those things are shit, the output will be shit. If all those things are OK, the output will be OK, no matter what engine you choose/develop.
- smt88 4y ago> If all those things are OK, the output will be OK, no matter what engine you choose/develop. This is just not true in any domain. If your tools are bad, buggy, or inefficient, it's very possible for your talented people to be unable to overcome them. For example, if a game engine takes even 2x developer time vs. another engine, it's probably not possible to achieve a similar level of polish because the developer time isn't going to double accordingly.
- capableweb 4y agoWell, I guess our experience differs then, which is not that weird. I'm my own experience, good developers are able to work around bad tooling much easier than bad developers. Or even being able to recognize bad tooling requires the developer to not be bad themselves. The matter of "it's working fine, let's move on" VS "I can't take this bad experience, lets fix it before moving on" is often choices bad developers won't even engage in.
- Sakos 4y agoWe see the effects of bad tooling and game engines all the time. Just look at the disastrous development histories of games like Destiny, FF13, FF15, any number of Battlefield games, or Mass Effect Andromeda. edit: At this point, I think it's clear that it's not just their tooling and engine though. I mean, clearly these are big issues, but I'd say it largely stems from a lack of technical expertise and/or investment in R&D and engine/tool development.
- smt88 4y agoFrost Engine is notorious, as is whatever was used in Cyberpunk 2077. They're apparently going to abandon it after that disaster.
- stuckinhell 4y agoFor videogames development. Engines is kinda synonymous with ecosystem. Videogames use tons of third party libraries with various engine support either from library developers or third parties. Alot of studios do not have the inhouse talent/money to support all the skills required for inhouse development, so they use a ton of libraries. If you have to reimplement all the third party library support in your custom engine, well you are going to have a bad time. I think this why unreal/unity consolidation is occurring and honestly not the worst approach for practical game development. - I'm not in the videogame industry, but I'm interested in becoming a project manager in it after pseudo-retirement
- coffeebeqn 4y agoUnless they’re total amateurs - they’ve released tens of games and sold hundreds of millions - so they’re not, a commercial game engine will give you great optimizations and it’s pretty difficult to shoot itself in the foot in a way that totally kills your performance. It seems to me like they wanted their own engine but it’s just not ready so it’s struggling with a very basic looking game immensely