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groundzeros2015 21 hours ago

GitHub is filled with these because it’s always easier to make an engine than a game. You play with the fun tech and make the graphics engine. You never make any tough tradeoffs because you don’t have a target to aim at.

When an engine becomes useful is when it has to make a game. All your abstractions tend to get rearranged and hard decisions are made.

craftkiller 20 hours ago | parent | next [-]

> it’s always easier to make an engine than a game.

It could just be different interests. The kind of person who makes a game engine is a technical optimization-focused tech-focused person, sort of like a mechanic. In order to make a game, you have to deal with softer concepts like "is this fun" which is more like a designer/artist. Game studios need to bring these people together, but in the FOSS world the mechanics are happy to spend their time building an engine that runs beautifully without concerning themselves with the art side of things.

jayd16 17 hours ago | parent | next [-]

In so far as comparing levels of complexity, you're correct. But that's not the salient part of the the parent comment.

A tool with a vaguely defined goals and no stakeholders is easier to make than a tool that must meet certain goals as defined by stakeholders.

ChadNauseam 9 hours ago | parent [-]

I'd disagree. Just like how no one needs to find an engine usable, no one needs to find a game fun. My personal itch.io account is full of games no one finds fun :)

6SixTy 18 hours ago | parent | prev | next [-]

Why assume that a game has to be made? Making a handful of tech demos doesn't come with that baggage and deflects criticism of making an empty shell of an engine with nothing to speak of.

orangeboats 14 minutes ago | parent [-]

>Why assume that a game has to be made?

Well... the project calls itself a game engine. It's really not out of the world to make the assumption.

groundzeros2015 18 hours ago | parent | prev | next [-]

In the real industry the very technical people are focused on very concrete problems like level 3 is causing too much overdraw on Xbox. What can we do without breaking X,Y, and Z.

CooCooCaCha 20 hours ago | parent | prev [-]

Yes and no. It’s true that some people really only care about a slice of the process, but if you’ve been around the gamedev scene long enough you’ll also see people working on very technically ambitious projects while they’re fooling themselves thinking they’re making a game.

I just need a few more years working on my 4D non-euclidian voxel MMO engine before I can make my game!

corysama 19 hours ago | parent | prev | next [-]

Having spent a couple decades making engines that did ship games, now I spend a fair bit of free time helping noobs make engines even though statistically nearly none of them end up shipping games.

Making a game engine is a fun and highly-engaging means to learning high-performance programming. Yes, it would be better if you also were able to invest enough to ship a game. But, don't let the infeasibility of that goal stop you from learning and having fun.

groundzeros2015 18 hours ago | parent [-]

I think it’s very hard to learn high performance programming for real without facing real performance problems.

I agree there is fun and learning to be had, but just note they are very different activities.

Sleaker 16 hours ago | parent [-]

At what point of optimization does it turn into 'real' high performance programming?

https://en.wikipedia.org/wiki/No_true_Scotsman

serf 15 hours ago | parent | next [-]

>At what point of optimization does it turn into 'real' high performance programming?

somewhat past optimizing the frame count of an entirely empty scene.

on that matter : is it a game engine if there isn't a game?

I totally agree with other comments though -- if there is no pressure to meet specific metrics or accomplish certain things with the product then there is no real pressure to improve past a window or framebuffer drawn to video, just declare it's a game engine that makes a million FPS and throw it on the portfolio.

game engine work gets tough (and rewarding) with 1) goals and 2) constraints -- without those two it's more or less just spherical-cow style work that is too ambiguous or vague for real application.

groundzeros2015 15 hours ago | parent | prev [-]

When the goals are defined. What happens here is you make your cool particle System which is 10x faster than Ue5 but ignore that it uses all the ram or whatever.

johnnyanmac 17 hours ago | parent | prev | next [-]

Its a nice portfolio project. A toy renderer (at least, when the job market wasn't so dearth) leading to a thesis or an engine programmer position at some AAA studio is a very worthwhile tradeoff.

The skillset and ontent is also just different. You don't see games on github (publicly) because they are being made for sale. Very few engine projects are serious commercial projects. I think I'd be safe to say that a commercial engine is harder than making a commercial game. Especially since Unity and Unreal have mindshare and are free to start and learn with.

groundzeros2015 5 hours ago | parent [-]

In order of difficulty: 1. Making an engine with no game 2. Making an engine that ships one game 3. Making an engine that ships multiple games

dexwiz 13 hours ago | parent | prev | next [-]

It's easier to throw yourself into a programming project as a programmer than learn completely new skills: art, design, music. Instead the fantasy is that either the game engine is so great people will come make games, or the game engine will support something so radically different the programmer art gets ignored (see simulation games like Minecraft or Factorio). I'm convinced that's why there are so many engines with no games.

starkparker 18 hours ago | parent | prev | next [-]

It's true. Code-hosting sites generally do host more coding projects than artwork, asset, and design projects.

I usually look for games on websites like Itch.io. You might want to try that if you're having trouble finding websites that have games on them.

samdoesnothing 16 hours ago | parent | prev [-]

Making a game with Godot or Unity is much easier than making an engine.

filleduchaos 11 hours ago | parent [-]

I think they are referring to the game engine developers in both cases.

samdoesnothing 10 hours ago | parent [-]

Why would game engine developers want to make a game though? Plenty of devs prefer building the underlying frameworks and tools over the products those tools create.