New post: "On the Perceived Inevitability of Unreal" http://alextardif.com/Unreal.html Mostly just ramblings coming from someone who has spent the better part of a decade on in-house tech, but thought it might be an interesting topic.
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And I completely disagree about the amount of effort needed to maintain internal tech. Give me 15 solid engineers and I'll get you everything you need to get a production up and running in around a year.
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The biggest problem with engine dev is that engineers look at unreal/unity and try to copy/compete instead of building exactly what they need for their project. The engine isn't the product, the game is.
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I think the underlying conflict is that engines like UE and Unity need to support all imaginable use cases, but a specific game only needs a very small feature slice, especially indie games. At one point, the engine is full of features I don't care about (same as C++ basically)
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Besides, I've been hearing the advice to use off-the-shelf-engines since the late 90's, but I have the impression that the situation is now more "diverse" than ever? E.g. more studios using their own inhouse tech compared to the PS2 era when RenderWare ruled supreme?
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Agree 100%, something I didn't quantify early on is the technical debt those unshippable tech demo features force on a team just by existing in the code base. Hopefully we're not headed for a "No one ever got fired for buying UE4" situation.
Kiitos. Käytämme tätä aikajanasi parantamiseen. KumoaKumoa
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