If you have the talent and manpower to create your own engine, it’s better business to make that engine your product instead of whatever game you wanted to make.
I disagree here, making an engine you’d sell must be top notch in every aspect (or close to), an in-house engine only needs to get the job done for your game. Probably two orders of magnitude in needed workforce, depending on your needs ofc.
It’s not laziness, it’s bottom line and chasing the dollar. Management doesn’t give a shit about optimization, just MVP (minimum viable product). Speaking as a developer, the mindset of ‘we will fix it after deployment’ is fucking everywhere.
Anon is not entirely wrong though… we have become pretty lazy regarding optimizing software.
Companies don’t want to invest in creating their own engine anymore, so now we get unoptimized unreal engine games now.
If you have the talent and manpower to create your own engine, it’s better business to make that engine your product instead of whatever game you wanted to make.
I disagree here, making an engine you’d sell must be top notch in every aspect (or close to), an in-house engine only needs to get the job done for your game. Probably two orders of magnitude in needed workforce, depending on your needs ofc.
Very very few actual profitable companies roll their own engines.
Supercell has their own, but it’s because they started before there was anything available.
Indie games make their own engines but it’s more of a hobby or passion project, not something that can employ two dozen people to develop it.
It’s not laziness, it’s bottom line and chasing the dollar. Management doesn’t give a shit about optimization, just MVP (minimum viable product). Speaking as a developer, the mindset of ‘we will fix it after deployment’ is fucking everywhere.
Except in 99.9% of cases nothing gets fixed after deployment either. That’s just an excuse not to admit that from the get-go.