Re:Custom Game Engines: A Small Study
by DeathArrow on Saturday April 25, 2020 @08:32AM
(#22977602)
My previous job was game developing. You can't beat a full featured game engine for productivity.
You either have to use Unity/Unreal/Whatever or develop in house something that comes close to it in features.
Using a renderer + gui library + physics library doesn't get you very far, in fashionable time. And in game industry, if you aren't delivering very fast, you can already close the business before you start. It's a too competitive field to have the luxury to consume more time than the fastest teams out there.
I did a full featured 3d Tower Defense game for a job interview in 3 days using Unity and asset store 3d models. It would have take me months to do that without it. Maybe more if I had to write the renderer.
You either have to use Unity/Unreal/Whatever or develop in house something that comes close to it in features.
Using a renderer + gui library + physics library doesn't get you very far, in fashionable time. And in game industry, if you aren't delivering very fast, you can already close the business before you start. It's a too competitive field to have the luxury to consume more time than the fastest teams out there.
I did a full featured 3d Tower Defense game for a job interview in 3 days using Unity and asset store 3d models. It would have take me months to do that without it. Maybe more if I had to write the renderer.