5 ms·
It is more expensive to keep a game engine kind of generic while developping a game. Usually the game engine will end-up being taylored for a specific type of g
by sylware 3y ago
It is more expensive to keep a game engine kind of generic while developping a game. Usually the game engine will end-up being taylored for a specific type of game. Namely, diverting for that type of game won't feel right or even will work badly. It may explained why games based on the same engines feel all the same (just a skin swap, zero flavor): game devs don't want to divert from what the "usual" and optimized usages of a game engine, because they don't want to have to deal with engine internals (or they cannot due to closed source) for the very good reason which is: most of the time those engines are insanely complex and massive (and that includes their SDK too).
All that to said, there is no magic bullet. Maybe some functional and completely siloed modules may give more flexibility to game devs, but they will work out the glue.
- pests 3y agoNot every game based on the same engines all feel the same - compare Left 4 Dead, Half-Life and Titanfall 1&2. All built in Source, all feel like different games. TF especially.
- sylware 3y agoThis is not what I said, I said roughly, namely as a general trend, not an absolute truth. An absolute truth, for instance, is c++ and similar being toxic for humanity because of their syntax complexity.