From scratch vs Unity

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41 comments, last by blueshogun96 9 years, 1 month ago

Maybe OP just wanted to troll, and we've all feed him.

If so i'm not sure that this is very sustaining troll food, because it's been quite a productive and interesting discussion. A troll who comes to start a meaningful conversation fails as a troll smile.png

Agreed :)

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Takes a lot longer to get anything done
Potentially less deployment options

Good points overall, but I don't quite agree with these cons of writing your own completely (for reasons I've stated in my last response).

- If you are writing every component from scratch, then yup, you're going to be at it for a long time. That's why I chose to use many particular open sourced libraries for the complex and redundant stuff. Unless you really want/need to, I don't recommend writing every component from scratch.

- Well, it depends on what your engine requires. If you are using PhysX for example, then it will limit your deployment options unless you can pay for a license. To get around that, I simply used Tokamak because it's a well written C++ library, and called it a day. What you decide to use can limit your options if you are building a commercial game for platforms with higher exclusivity.

Shogun

EDIT: I really should write an article about my experiences with writing a custom engine to hopefully clear up certain misconceptions and invoke in depth discussion, one that even I could hopefully learn from :)

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