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thsbrown | 2 years ago
I've been using unity for almost a decade now and enjoying it despite the many caveats and idiosyncrasies I come across.
The bottom line is, I definitely don't want to throw away the decade of experience I have using Unity if I can help it. Ultimately I want them to learn from their mistakes and move forward. While Unity has had a fair share of missteps ultimately it's the devil I know.
59nadir|2 years ago
reactordev|2 years ago
I do think this is the right approach. This is the approach I took. I was dependent on an engine for a long time until I realized it was just a facade and that I already possessed the knowledge to do it myself. So when XNA died, and MonoGame wasn’t mature yet, I had no choice but to write my own. Some of that effort went into MonoGame’s early days, most of it didn’t (I respect keeping the API the same but we, devs, could have done better to improve it).
Unity made it easy to build games without having to know the underlying proponents that do what they do. Instead, it’s presented through a massively opaque interface called a MonoBehavior. Because of this opaque abstraction, it’s almost impossible for a Unity game developer to know exactly what’s going on under the hood.
My first game engine took me 3 years to get to a point where I could ship something. My second was 1 year. My latest was 3 months.
Eventually, it becomes just adding another interface to your GPU abstraction to support wgpu or DX14, or Vulkan2, or Metal, any graphics api becomes just a Buffer, a Queue, and a sync lock.