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by avx56 1243 days ago
I find this hard because games often end up quite tightly-coupled, so while you don't have the pathfinding code reaching into the rendering, the rendering is usually coupled to the game object model and it's hard to make it reusable outside of a specific engine. That and the fact that AAA studios do not want to open-source anything for some reason.
2 comments

That's true. That's why if I ever write another game I'm going to write it basically from scratch myself lol, true NIH-suffering indie gamedev style.
It's said that if you start writing a game and a game engine you'll only release one of them.
Open-sourcing commercial code can be difficult because it might contain or use things from other companies that you don't have permission to release.

Of course, it might also just be that you don't want your employees to get any fame, but they do seem to be allowed to talk at GDC.

Yeah, I think it's that and the fact that there isn't (obvious) money in fixing up and maintaining code for a shipped game.