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by Crinus
2447 days ago
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This is a common mistake people make. If you make a custom engine you do not need to beat what is already out there since you are certainly not going to use every single feature that the engines out there use. Bespoke engines (that are actually used in games) aren't trying to replace Unreal or Unity, they are only providing what the games they are used for need - anything else is unnecessary. Even in the high end AAA space, most bespoke engines do not provide everything that Unreal does - they focus only on the specifics their development teams need. This is especially important to keep in mind when it comes to smaller (be it indie or "AA") developers - the developers who write their own engines aren't trying to replace Unreal, these engines only support a tiny tiny fraction of the functionality that Unreal does and that is fine because that functionality is what these developers need. If anything, for a smaller developer that does not have the necessary developer manpower to mold an existing gargantuan engine like Unreal to their needs it can be a better choice to go with their own engine than try to understand and modify Unreal. |
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Writing your own engine is never your most important problem as an indie developer nowadays. It's not important at all.
If you have lost sight of that, then you've already failed.