this post was submitted on 12 Sep 2023
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This is of course not including the yearly Unity subscription, where Unity Pro costs $2,040 per seat (although they may have Enterprise pricing)

Absolutely ridiculous. Many Unity devs are saying they're switching engines on social media.

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[–] [email protected] 0 points 1 year ago (2 children)

You sound like you dont know anything about programming (at least engine programming). Most Engines have to run in something like assembly, else they would be too slow. (They use others too but Assembly is in like all, i am a junior dev so i could be wrong)

Assembly is already a large hurdle.
I mean it is "simple" as the arch linux type of "simple". (Nothing more than you need to run it and nothing more)

So the option is to learn assembly or hire someone (or multiple) who can, good luck by finding one that is capable of developing an engine that does not suck and does not cost a fortune.

Then you need to know what the engine should do.
If you "only" need 2D or even only some system to interact with the console you will be fine, maybe.
3D is a bit more complicated, the reason why there are so much 2D/2,5D games out supports this claim.

Then particle support if you want it...
Every feature you want has to be supported!
And every feature costs and maybe needs maintenance when bugs occur. Supporting an operating system is a feature too :)

So the engine has to be updated when a mayor OS update comes out

There are more points for why not to make an own engine and use one of the marked that fits ones needs even if it is closed source.

You where so fond of Godot so trying to help them might be a good starting point for you to life your ideals. I sincerely dont want to mock you with the sentence. If you can successfully help a larger open source project everyone is happy. If you can learn something new i am sure it can benefit you. I was only a bit mad because it felt like you are comparing engines with "weekend projects" what they are definitely not in the slightest.

[–] [email protected] 1 points 1 year ago* (last edited 1 year ago)

Assembly usage is pretty minor in these engines. Tends to be for just a few very tight loops. It has to be redone for every platform, too. Assembly for x86-64 doesn't work on ARM. Hell, some things on 32-bit x86 won't even work on x86-64. You would never want to do more than a function of inline ASM here or there. It'd be a nightmare if you did.

That said, it's barely even touching on the complexity of modern engines. Unity and Unreal aren't just engines, they're a whole development ecosystem.