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VC backed for profit engine is precisely what Unity is though? So is Unreal and CryEngine. Both of which only survive on graphical fidelity, which is not what
by 0dayz 3y ago
VC backed for profit engine is precisely what Unity is though?
So is Unreal and CryEngine.
Both of which only survive on graphical fidelity, which is not what Unity was touted for.
Unity was for filling that small-to-medium sized games in terms of man power, if you got 15 years of experience then you should know that.
I think it would be more interesting to see a Coop backed engine, where the COOP has to listen to it's customers.
Since my biggest annoyance with proprietary software or in this case game engine is that you can create the most elaborate sub-engine (for example a fully-dynamic RPG) and see it all come crashing down because some dimwit at Epic Games reeeeally wants to push the latest eye candy that breaks your sub-engine.
That's the one thing OSS is far superior at, you can fork the engine form a new developer community or even work with the OG maintainers to incorporate the sub-engine as a module and as such be officially supported both by your team and theirs.
Meanwhile with proprietary software, you're stuck at this particular version with no legal way of ensure the survival of the project, RPGMaker games are the perfect example of this, as soon as you venture past it's originally intended fidelity, you're essentially going to be limited by the engine in terms of performance.
- vvanders 3y ago> Since my biggest annoyance with proprietary software or in this case game engine is that you can create the most elaborate sub-engine (for example a fully-dynamic RPG) and see it all come crashing down because some dimwit at Epic Games reeeeally wants to push the latest eye candy that breaks your sub-engine. Uf, feel that one. If the engine isn't designed with your genre in mind you may be making some significant structural changes(which will be interesting to see how open source engines handle that). Even if they don't take the engine a different direction the up-leveling cost of getting new features/bug fixes is significant. Back when I was working in industry we had one person who's almost fulltime job was to merge -> fix compile errors -> fix runtime issues -> checkin change and uncover more edge cases that got broken -> repeat process, it was brutal.
- 0dayz 3y ago>Even if they don't take the engine a different direction the up-leveling cost of getting new features/bug fixes is significant. Back when I was working in industry we had one person who's almost fulltime job was to merge -> fix compile errors -> fix runtime issues -> checkin change and uncover more edge cases that got broken -> repeat process, it was brutal. And here I thought industry is that one programming market with no awful grinds. I do sympathize though, webdev frontend+backend is just hellish (but you do have some tools to alleviate the pain, but when you have to rewrite the app 6+ times it really breaks you).
- wayfinder 3y agoWell most games usually get built once on one version so it doesn’t matter if the engine changes.
- 0dayz 3y agoThat used to be a lot more true back when game studios treated a finished game as almost immutable. These days it's quite common to see new patches and even new content for single player games.