this post was submitted on 23 Oct 2023
46 points (72.5% liked)
Games
32603 readers
1226 users here now
Welcome to the largest gaming community on Lemmy! Discussion for all kinds of games. Video games, tabletop games, card games etc.
Weekly Threads:
Rules:
-
Submissions have to be related to games
-
No bigotry or harassment, be civil
-
No excessive self-promotion
-
Stay on-topic; no memes, funny videos, giveaways, reposts, or low-effort posts
-
Mark Spoilers and NSFW
-
No linking to piracy
More information about the community rules can be found here.
founded 1 year ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
Re-using engines has been around for basically as long as game development has existed. This idea of some mythical age when game development was more "pure" is a fantasy. What has changed is that expectations on AAA titles has grown to the point where it's extremely difficult to roll your own engine if you are committed to many, many years of work.
Not to mention, it certainly doesn't guarantee that the engine performs well. Look at Starfield or Baldur's Gate 3. Both have noticeable issues with performance, and both are built on in-house engines by their respective studios.
Yeah, this guy is basically harping on the concept of re-usable code. That's why we praise RollerCoaster Tycoon's dev, he wrote the entire thing in assembly. Beyond that, everything since 2d has used an engine. Hell, to not use an engine would be wasteful and delay games. What, every game should rewrite an engine?
Even Halo CE, 2002, used an engine. The Blam! engine. Dude's delusional if he thinks people were drawing individual pixels on the monitor.