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simooooo | 8 hours ago

Nobody seems to consider that doing it yourself, requires you implement it at least as efficiently as the commercial engine did, otherwise you're just creating a worse-performing implementation that seems to behave just like a bloated engine does.

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flohofwoe|8 hours ago

The big difference is that the big game engines have to cover all sorts of genres and scenarios, which often results in bloated "jack of all trades master of none" code compared to engine-layer code that's highly specialized for exactly one, or few very similar games.

Joel_Mckay|6 hours ago

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

Levitating|4 hours ago

That's not necessarily true, engines also create overhead. If you create your own engine, you can tailor it exactly to your use case.

Besides not all games need performance, I have been working on a clone of the original elite game using SDL. It gets 6000 fps easily.