Re:Stride Game Engine
by brundolf on Friday June 18, 2021 @10:52AM
(#27550970)
I think that's just the nature of game dev. CRUD apps seem like they're all basically the same, yet we still hand-code them because there are always weird quirks and edge-cases. This is 10x more true for games (at least, remotely interesting ones). A game engine that supports exactly the kind of game you're wanting to make, out of the box, is not really going to support any other kind of game (or even very novel ones within the same genre). So the "everything" engines have to stick to the very most basic, least-common-denominator features, and even those are sprawling and require compromise.
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It is exactly the nature of game dev. Most people fail to understand the level of complexity behind it. I think there's also this false sense that "basic features" in games are both simple to implement and universally applicable.
By example, grab two successful games that are considered to be in the same genre - say, Counter-Strike Global Offensive and Call of Duty - and compare them on a single, "basic" feature like character movement. There are actually massive differences in how they feel and play, and it goes much deeper than just tweaking some settings on a customizable character controller asset.
It's easy to take stuff like this for granted and just assume the implementation is simple. In reality it is much more complex than that, and many of the differences that seem subtle may actually be much greater when it comes to design and programming.