• it/its

maple/ketra! space piñata, pointy horse, smelly animal. rock visualizer. leaf painter. number user. pfp: gogmazios


xkeeper
@xkeeper

it's complicated.

no, seriously. it's a hugely complex undertaking.

if you can utilize an existing one, you get a lot of things for free. input handling, graphics pipelines, whatever else. everything that you get with An Engine, you likely have to go back and do yourself.

similarly, you lose out on everyone else. there are probably thousands of people out there who know whatever mainline bespoke engines; even for the smaller ones, there's likely still some good resources and guides, and a community you can lean on.

when you're going at it alone, you're going at it alone. you are responsible for everything: handling assets, inputs, rendering, porting (if you care). sounds. physics. events. networking. all of it is completely and totally yours.

it's an immense task, and everything relies on one another. you have to make everything interconnect and interface with one another. and again, it's all on you. nobody else has any experience with your engine.

it's the difference between doing some major renovations on a prefab house versus building one entirely new.

as usual, the real answer is that you should skim advice and figure out what works best for you. there are some situations where using one solution will work, and some situations where diy might work. everyone's situations and capabilities are different. there's no "always do this" and "never do this".

but the complexity shouldn't be overstated. making a game already isn't easy.

(at the same time, you could consider this a good reason to limit scope, too, especially if you're new to developing games. you will absolutely learn things that make you wish you did everything differently. it's easier to do things differently when they're small things.)


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in reply to @xkeeper's post:

I suspect there's also an "excluded middle" happening here. Unity and Godot are not just engines but integrated development environments too. Making a game with bevy is going to be drastically different than making a game with Unity, even if they're both "engines".

love2d similarly provides very little in the way of "an engine" (it's more of a framework)

the main point is it's hard. figure out what you want and what works best and do that, don't listen to random advice.

It's a "build one to throw away" type thing.

Trying it can be incredibly enlightening for what all they do, for what all it is providing, and having a better sense of if something is at all possible

Actually using the one you built is probably something you never want to do unless you know it's a good idea