theo h. mann on Nostr: :spinnenrad: Springoat :spinnenrad: binkle nprofile1q…8g9h8 >Like I said, if you ...
:spinnenrad: Springoat :spinnenrad: (nprofile…q9nz) binkle (nprofile…m5h7) nprofile1qy2hwumn8ghj7un9d3shjtnddaehgu3wwp6kyqpqnkz2vjgqjn9y6kmsphg3eaq9up3cncg68schf8da6d6e55ze9f9sn8g9h8 (nprofile…g9h8)
>Like I said, if you want to do something very unusual then it makes sense to make a custom engine.
eh debateable
you wanna do anything with a sandbox-like game with many different entities being tracked all at the same time each with individual states and whatnot? you may not have much luck with most engines on the market
those engines are designed to be 1 thing: general. they want to cover minimum of 80% of usecases, because you cant compensate for every case.
You end up wasting a lot of resources because that engine is compensating for all those things rather than just being built to do only what the game needs
>Risk of Rain was also made in Adobe Director until they ported it to some other engine.
game maker studio from start to finish
>Like I said, if you want to do something very unusual then it makes sense to make a custom engine.
eh debateable
you wanna do anything with a sandbox-like game with many different entities being tracked all at the same time each with individual states and whatnot? you may not have much luck with most engines on the market
those engines are designed to be 1 thing: general. they want to cover minimum of 80% of usecases, because you cant compensate for every case.
You end up wasting a lot of resources because that engine is compensating for all those things rather than just being built to do only what the game needs
>Risk of Rain was also made in Adobe Director until they ported it to some other engine.
game maker studio from start to finish