Part of me really wants to stop making engines and just use Godot for 3D game making explorations but the other part of me is remembering what a giant pain in the ass its been working around other people's technology in the past and how much happier I am when I know how everything works cause I wrote all the code and if I need different behavior or to fix something I can just go in there and do it
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Eniko Fox (eniko@peoplemaking.games)'s status on Thursday, 01-May-2025 21:55:26 JST
Eniko Fox
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Eniko Fox (eniko@peoplemaking.games)'s status on Thursday, 01-May-2025 21:55:25 JST
Eniko Fox
@miki_p0 yeah open source is great but going into someone else's gigantic codebase to fix something is several orders of magnitude harder than fixing it when i wrote all the code myself
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MikiP0 (miki_p0@peoplemaking.games)'s status on Thursday, 01-May-2025 21:55:26 JST
MikiP0
@eniko i do not really know, i've written games from scratch, but never really developed a "product" (from scratch), i'll just share my side of the coin:
part of my regular day to day is fighting with the engine (and external development software), developing small tools and shortcuts often with lacking api-s and no documentation and "solving" weird bugs in serialization, asset handling, display events etc. by doing weird workarounds
an open-source engine might allow you to mitigate all of those things, but that's like saying being able to read the code fixes it, it's still a ton of work however much easier it is
so I guess no, that's probably a bad idea with delayed consequences?
Rich Felker repeated this.
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