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(5 edits)

Makes sense.

I guess I always wanted to know what I'm doing, inside and out.  It wasn't enough for me to just use Unity/Unreal/Godot, or whatever other engine, and just crank something out that has bugs on the end-users' system that were unforeseen.  I tend to program everything from scratch and take these things into account from the beginning.  It takes a massive amount of time and I churn out far fewer projects than I should, but I take polish very seriously and it's worth the wait in my opinion.

I think these engines are really doing programmers and developers a disservice because they oversimplify the game creation process.  For example, if you don't know the math behind 3D rendering how could you possibly fix in-game glitches on an engine you have no control over?

I don't like being negative.  Just frustrated like you said.  I won't waste anyone else's time.  Take care everyone.

Deleted 2 years ago
(+1)

Wow, I'm glad someone agrees with me.  I couldn't have said it better myself.

I think people lack patience to learn things deeply.  They also think that because they learned it on a YouTube video it's correct.  There's almost no discussion on how to write quality software.  It seems like it's more of a hack together approach, and as long as it works, so be it.

Rust is a good example of a game made in Unity that suffers horrible performance problems.  On a decent GPU (RTX 2080) I can barely push 80fps, and even then there are horrible fps drops.  This is on a game created back in 2013 and it runs so bad I can't enjoy it.

I looked through your post history and see that you tried to create your own engine in C and OpenGL.  DON'T GIVE UP!  That kind of experience can get you a job in industry.  Rarely are these things done by solo developers, so the fact that you actually tried it, learned from it, and realized how you hit an experience wall puts you above most others.