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by Joel_Mckay
102 days ago
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If building a custom commercial game engine these days... A team is 100% focused on the wrong problem, as the game-play content is what sells. Customers only care about game-engines when broken or cheating. Godot, Unreal, CryEngine, and even Unity... all solve edge-cases most don't even know they will encounter. Trying something custom usually means teams simply run out of resources before a game ships, and is unlikely stable on most platforms/ports. =3 |
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But even more complex custom/inhouse engines are usually not written from scratch, those are often mostly glued together from specialized middleware libraries which solve the tricky problems (e.g. physics engines like Jolt, vegetation rendering like SpeedTree, audio engines and authoring tools like FMOD or WWise, LOD solutions like Simplygon, etc etc...)