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by WillReplyfFood
3190 days ago
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The problem with generic engines, is that the type of game has a diffrent performance requirement. RTS can live with physic-sim updates every 0,25 seconds, which is not usefull for a jump & run or fps game. Thus the highest requirement defines the engine, which is a complete waste for some games and limits performance. I dont know if you can configure the framerates and engine internals here. Next problem is that you need to write a lot of partially performance intensive game logic code (pathfinding etc.).. which again makes sense to write in the engine native language. There is a reason why game specific engine exist- and if i would dev a new game today, i would choose- the one os-game that is allready as close as possible to the idea port that to a dedicated engine. Its way too much work to fork a generic engine to a high-performance specialisation. |
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I do think Unity is beginning to jump the shark a bit with what seems like a stronger focus on ancillary services rather than their core offering.