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Re:Unity's Just Not into You, Indie Developer by qwytw on Sunday September 17, 2023 @11:39AM (#37546217)
> $10mm is a rounding error

And you wont manage to achieve anything with that. Maybe Unity could spinoff its ad business (together with some major liabilities like Ricitelo and other execs) and then MS could buy the engine part.

Re:Unity's Just Not into You, Indie Developer by hesdeadjim on Sunday September 17, 2023 @12:08PM (#37546556)
$10mm each. $30mm backing and you could get a pretty solid tech base to build a game on. Especially since there are some great new libs out there for things like physics. The Horizon Zero Dawn lead programmer has an OSS MIT engine that is very advanced and less bloated than PhysX.
Re:Unity's Just Not into You, Indie Developer by qwytw on Sunday September 17, 2023 @01:25PM (#37547405)
> $30mm backing

Realistically that would still only be enough to get something you can make a cool looking demo and that only run on desktop.

Building a general purpose engine that is suitable for many different workflows and run on pretty much every singe platform like Unity is very trick and takes a lot of time (and trial an error). Dev UX, APIs, platform integration, QA, all the third party packages and infrastructure are much harder to solve than shiny graphics or advanced physics. Whatever you come up with that $30mm is only likely to cover a small subset of use cases.

Re:Unity's Just Not into You, Indie Developer by hesdeadjim on Sunday September 17, 2023 @03:12PM (#37548367)
v1 you would not attempt to be the be-all-end-all. Target iOS and Android since those are core Unity markets and throw on PC+Switch as the secondaries.

$30mm is more than enough when you ditch legacy stuff like anything that isn't a Vulkan/DX11/Metal renderer.

Re:Unity's Just Not into You, Indie Developer by qwytw on Sunday September 17, 2023 @03:39PM (#37548601)
> $30mm is more than enough

With the right team it might. Realistically they'd just under promise and undeliver (or not deliver at all).

> stuff like anything that isn't a Vulkan/DX11/Metal renderer.

That's also not the complicated part.