Comment by dakom

9 months ago

I've never delivered a game anyone's really paid for, so take with a grain of salt, but imho the big win when you are writing your own stuff is you get to decide what not to include.

That sounds obvious but it really isn't. One example: maybe you don't need any object culling at all. Nobody tells you this. Anything you look up will talk about octrees, portals, clusters, and so on - but you might be totally fine just throwing everything at the renderer and designing your game with transitions at certain points. When you know your constraints, you're not guessing, you can measure and know for a fact that it's fine.

Another example: shader programming is not like other programming. There's no subclassing or traits. You have to think carefully about what you parameterize. When you know the look you're going for, you can hardcode a bunch of values and, frankly, write a bunch of shit code that looks just right.

The list goes on and on... maybe you don't need fancy animation blending when you can just bake it in an external tool. Maybe you don't need 3d spatial audio because your game world isn't built that way.

Thing is - when you're writing an _engine_ you need all that. You don't get to tell people writing games that you don't really need shadows or that they need to limit the number of game objects to some number etc. But when you're writing a _game_ (and you can call part of that game the engine), suddenly you get to tweak things and exclude things in all these ways that are perfectly fine.

Same idea applies to anything of course.. maybe you don't need a whole SQL database when you know your data format, flat files can be fine. Maybe you don't need a whole web/dom framework when you're just spitting out simple html/css. etc. etc.

I think this headspace is pretty common among gamedevs (iiuc large projects often copy/paste dependencies and tweak between projects rather than import and support a generic api too)

I agree with almost everything except:

> Thing is - when you're writing an _engine_ you need all that. You don't get to tell people writing games that you don't really need shadows or that they need to limit the number of game objects to some number etc. But when you're writing a _game_ (and you can call part of that game the engine), suddenly you get to tweak things and exclude things in all these ways that are perfectly fine.

When you're making an engine it's perfectly fine to bake in constraints. Probably most famously PICO-8 does that very intentionally and is written by just one person. Similarly RPGMaker and a bunch of other 'genre specific' game engines also do this. It's just that everyone tries to make something super general purpose which is really a Sisyphean task.