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ramesh31 2 days ago

>However, as opposed to using an engine like Unity, Godot, Unreal, using a frameworks still allows to you architect your codebase with a greater degree of freedom and prevents you from spending too much time learning how specific game engine workflows and UIs work.

If your goal is to make a game, these are exactly the things you should be learning, not reinventing your own architecture. If you just want to learn about engine internals, then sure go for it. But games (even very simple ones) are an incredible amount of effort that has nothing to do with programming. If you actually want to make one you should be working at the absolute highest level of abstraction possible so that you can start doing the real work; building the mechanics, creating the art, designing levels, writing the story, music, sound effects, etc. etc. Many of the succesful indie games these days are made almost completely via "no-code" visual tooling. It's basically a meme at this point for programmers to want to make a game and just end up wasting their time writing a naive engine.

yoyohello13 2 days ago | parent | next [-]

Exactly right. That’s why the joke “There are 100 game engines written in Rust… and 5 games” is so funny. Programming nerds love the engine stuff more than the art stuff. I know I fall in to this category.

socalgal2 2 days ago | parent | next [-]

Arguably the reason is making a game engine is easier than making a game. Obviously creating all of Unity/Unreal is a ton of work. But, to make a game engoine you have a checklist of features (gameloop, rendering, audio, input, ...) each of which you can break into smaller features. It gives you a free todo list, each item on the list has generally known solution, and makes it feel like you're making lots of progress as you check things off and see systems come up. That progress feels great. And you are making progress but you're making progress making a game engine, not a game.

A game on the other hand is a blank sheet. There is no checklist. It's way harder to make progress on a game.

3vidence 2 days ago | parent | prev [-]

After bouncing off of Unity the first few times, I finally decided to commit to it after trying out some of the JS game frameworks (like Phaser)

Absolutely worth it, have made lots of games in Unity just for myself that feel pretty polished, there are just so many systems to make a game work.

The advice around game engines kind of seems like "to learn how to write programs first create the compiler.

Not to say all games should be made in engines but it certainly helps.

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