>>717312643>You can make anything in any other proprietary engine, anything. Plenty of tutorials for everything tooYou'll probably end up making the same slop as everyone else if you follow tutorials and use generalized game engines. I think it's way more productive to do custom engine dev FIRST to learn core concepts, then switch to a general game engine if you want.
>Factorio and so on are just exceptions to the rule. >It doesn't fit my view so it's an exception.Lol.
>how do you teach a new staff your company's engine and what having you own engine in general means as a wholeThanks, I'll have a look, I find Game Bryo pretty interesting.
I'll reserve judgement until Bethseda makes a good game in Unreal, proof in the pudding and all.
>Also, because you writing everything yourself, you straight up avoiding things you wish you hadThere's lots of times when this isn't so true. You can use other pieces of software, like Trenchbroom can be used as a level editor, or Fmod for audio. Soon we might see more Graphics pipeline solutions like what Titan's working on as well. We call these things "libraries" in Software development.
> it might be a hassle, but at least it's all documented and there a plenty of learning material out there.>DocumentedI don't mean to disparage you, but have you ever finished a game in any big engine? Even Godot's documentation, which I think is pretty good, has holes in it.
Also, like I said, lots of learning material isn't all it's cracked up to be.
>it could be so massive that you wouldn't be able to find and fix any problems that might arise, forget about upgrading or rewriting systems.That isn't how custom engines work at all(those that are actually made FOR games). Since I'm writing my engine for MY games, I only write the features I need, keeping the code base small and manageable.
With a general game engine, you've got many systems working in tandem and you inherit every solution for every problem, sort of like web frameworks.