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by WillReplyfFood 3190 days ago
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.

1 comments

I think it really depends these days. You can make a lot of games in a general case engine up to and including those that you might think need a specific set of tradeoffs they might not provide adequately. At the same time it can be easier to not have all the unwanted cruft. It's about where you want to put the time and effort and I'm not sure that's very easily generalizable right now.

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.