Re:Godot for AA/AAA game development – What's missing?
by avx56 on Monday January 16, 2023 @02:46PM
(#34404690)
I find this hard because games often end up quite tightly-coupled, so while you don't have the pathfinding code reaching into the rendering, the rendering is usually coupled to the game object model and it's hard to make it reusable outside of a specific engine. That and the fact that AAA studios do not want to open-source anything for some reason.
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Re:Godot for AA/AAA game development – What's missing?
by logicprog on Monday January 16, 2023 @03:55PM
(#34405366)
That's true. That's why if I ever write another game I'm going to write it basically from scratch myself lol, true NIH-suffering indie gamedev style.
Re:Godot for AA/AAA game development – What's missing?
by astrange on Monday January 16, 2023 @11:22PM
(#34409101)
It's said that if you start writing a game and a game engine you'll only release one of them.
Re:Godot for AA/AAA game development – What's missing?
by astrange on Monday January 16, 2023 @09:09PM
(#34408326)
Open-sourcing commercial code can be difficult because it might contain or use things from other companies that you don't have permission to release.
Of course, it might also just be that you don't want your employees to get any fame, but they do seem to be allowed to talk at GDC.