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by muchwhales
1015 days ago
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Just to give some perspective: Without prior graphics programming experience, I was able to write a simplistic 3D engine (VERY simple, but enough for my purposes) in a week or two. I somehow assumed that it was just an impossible thing to do and so I've never tried, until recently. It turned out to be much easier to get something going than I could've imagined. It's true that Unity and other engines offer tons of features, but most indie developers probably won't need them, and by the time they do need more than the basics they'll have so much experience that they can easily implement what's missing in their own "engine". We're also seeing some interesting developments in this space with WebGPU, which is what prompted me to finally give it a try in the first place. I've never used OpenGL before and I was still able to get by (more or less), after failing miserably to complete the Vulkan tutorial... If nothing else, I can only recommend people at least think about whether they really need Unity/Unreal and consider that there are disadvantages as well as advantages when using them. |
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I use a very obscure library called Kha[3] and it has by far and away the best performance for 2d rendering that I have encountered. It is amazing what you can do with just a very basic immediate mode ui library called Zui[4]. I think it is shitty advice to say that you are either building an engine or game. This advice would be applicable if you are building a general purpose game engine, not the highly specific and bespoke engine used for you own game. Your game and your engine are basically the same thing and you take many shortcuts, make many compromises, and build out a rough and minimalistic "editor" used just by your small teams (or yourself) to get the job done.
[1] https://maddymakesgames.com/articles/celeste_and_towerfall_p... [2] https://ldtk.io/ [3] https://github.com/Kode/Kha [4] https://github.com/armory3d/zui