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Engines bring their overhead, but they also bring expertise small studios most likely lack. It's easy to cripple your performance with a single error. This can
by emsy 11y ago
Engines bring their overhead, but they also bring expertise small studios most likely lack. It's easy to cripple your performance with a single error. This can also happen to you while using an engine but even more so when writing your own engine.
Or put differently: Simple games probably have so sleek game logic code that the engine overhead can safely be ignored.
I don't say custom engines are pointless, but for the hundreds of games that are released on the App Store daily, a ready to use engine is "enough".
- phn 11y agoYes, I understand that, the expertise point is very pertinent indeed. I am not against using available engines at all. My main point is still that this should be a decision that you make when starting a project, not one that has presumably been made for you. Team members expertise, project cost, for how long you'll be using the tech you're developing, etc. should all be taken into account. A practical example: Imagine trying to optimize loading times when the whole resource system is a massive generic thing that has been made for you. Now imagine having to support a new platform. You could be in a bind simply because you're using third-party tech (especially if closed-source).