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by socialist_coder 3514 days ago
You're definitely right about the feature bloat in Unity. We are probably only using 10% of the features, but like you said, we're still stuck with all that code. It must be a hard enough problem to solve that they didn't want to try and go down that route. Unity isn't dumb, I feel like they would go down that path if they felt it would be successful and was worth it.

> You can still use something smaller/purpose built

One of the advantages of using Unity though is that you don't have to write your game multiple times. Large studios can afford to do that, and they do. But for small studios, the ROI on porting your game to the web is not even close to positive, so hardly anyone does it.

1 comments

>One of the advantages of using Unity though is that you don't have to write your game multiple times. Large studios can afford to do that, and they do. But for small studios, the ROI on porting your game to the web is not even close to positive, so hardly anyone does it.

But once you have C++ code base with OpenGL ES 2 you're basically "web ready" - porting is pretty straightforward with emscripten. The only porting is what you would have to do with an engine anyway (input/gameplay changes for web)