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!!b2oSUmilA2N/g/106075373#106112175
8/2/2025, 5:00:24 AM
>>106112037
>or an actual path towards game development
Casey says and proves that it is in Handmade hero. If all the game devs have no idea on how the tools they use acutally work underneath their engine's API, then its a total disaster.
You don't need to create a game engine to make another flappy bird clone but creating a game engine helps when making games like terraria or noita
>What is the percent of projects that actually need freedoms that engines don't offer?
You'll never be able to figure it out if you are looking for percentages. Its completely irrelevant. You just get your GDD done first. Depending on how elaborative the initial GDD was, any and all changes will end up being minor.
You need to realize that all game engines are unique. Every engine has its own strength and weakness. You'll have a hard time figuring things out if you see both unreal and unity as just another game engine. If your game needs to target mobile platform and it doesn't need realist graphics then choosing unreal will be a very bad choice. You need to get the requirements for you game straight and choose an engine by comparing them all for the most compatibility with your GDD and your resources(dev's experience and team size). AAA studios will do things however they see fit so its better not to take references from their development pipelines for our solo route.
Anyone will have a hard time if they did a sloppy job with GDD and chose the wrong engine. You just figure out what the job is through the GDD and choose the right tool(an engine) to get the job done. In case you failed to find the right engine for the job or don't have the resources to pull it off with that engine then going all in on a custom engine totally makes sense. Percentages can't do shit about getting shit done here.
>>106112167
chick's legit.
me vouch.
>or an actual path towards game development
Casey says and proves that it is in Handmade hero. If all the game devs have no idea on how the tools they use acutally work underneath their engine's API, then its a total disaster.
You don't need to create a game engine to make another flappy bird clone but creating a game engine helps when making games like terraria or noita
>What is the percent of projects that actually need freedoms that engines don't offer?
You'll never be able to figure it out if you are looking for percentages. Its completely irrelevant. You just get your GDD done first. Depending on how elaborative the initial GDD was, any and all changes will end up being minor.
You need to realize that all game engines are unique. Every engine has its own strength and weakness. You'll have a hard time figuring things out if you see both unreal and unity as just another game engine. If your game needs to target mobile platform and it doesn't need realist graphics then choosing unreal will be a very bad choice. You need to get the requirements for you game straight and choose an engine by comparing them all for the most compatibility with your GDD and your resources(dev's experience and team size). AAA studios will do things however they see fit so its better not to take references from their development pipelines for our solo route.
Anyone will have a hard time if they did a sloppy job with GDD and chose the wrong engine. You just figure out what the job is through the GDD and choose the right tool(an engine) to get the job done. In case you failed to find the right engine for the job or don't have the resources to pull it off with that engine then going all in on a custom engine totally makes sense. Percentages can't do shit about getting shit done here.
>>106112167
chick's legit.
me vouch.
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