3 ms·
> The truth is like 10 or 20 thousand lines of game logic can make a lot of games, and that's really not much code to port to your own game engine compared to t
by fpgaminer 2y ago
> The truth is like 10 or 20 thousand lines of game logic can make a lot of games, and that's really not much code to port to your own game engine compared to the rest of the engine.
I intuitively want to agree, but on the other hand I've also seen many, many hobby/indie/etc projects deadlock when they switched engines. Or even engine versions (Unreal 4 -> 5).
- Buttons840 2y agoGranted, but I don't think there are many people / teams who are capable of writing their own engine and then fail to port a few thousand lines of game logic. So I stand by my advice that if you decide later to write your own engine, porting the logic will not be the difficult part.
- johnnyanmac 2y agoyou'd be surprised. It really comes down to how tightly you couple yourself to engine features. It can be as easy as copy/pasting your code or so annoying that a fresh re-write is faster.
- sph 2y agoProbably because most of their logic is locked in "no code" systems, such as Unreal's blueprint or as Unity component data. A well- and hand-written game is easily portable, see the original Doom, where separation between core logic and side effects, such as drawing in a screen, is clear. Actually, this is a good architectural model for all types of software.
- runevault 2y agoAn interesting example of someone who structured their game in a way that was easy to port is Caves of Qud. Supposedly he got it from Unity to Godot (after the pricing fiasco) in a pretty short amount of time. https://www.reddit.com/r/gamedev/comments/16lphwe/caves_of_qud_dev_ports_his_game_from_unity_to/?rdt=64502 https://www.reddit.com/r/gamedev/comments/16lphwe/caves_of_q...