Danimal {l Wrote}:only one reached the goal and delivered a game that went commercial and became an indie success.
If you mean that the game is proprietary, that's an epic fail, not a success.
Danimal {l Wrote}:I differ Lybertas, normally people still write their own engines because they want to study how such a complex program is created and works, that people normally are computer engineers (or related students). But they are as well the ones that push new technologies and languages around, the ones that evolve current status quo of things, so in that respect you have reason.
I started my own engine because I wanted to test the network protocol for a mod I was working on. But as original mod died I kept developing the engine to see if I can make an engine that fits my criteria of "good enough". In particular:
- It must be free software.
- It must be written in a sane native language.
- It must allow developing game in a sane native language.
- It must follow "every player is a game developer" philosophy. So that every server can run mods, including running code on the client, and these mods are downloaded automatically.
There were/are no engines that satisfy that. Cube 2/Red Eclipse came close but failed 2 and 4. DarkPlaces/Xonotic also came close but failed 2, 3 and (to an extent) 4. So for the last 10 years I'm trying to get something that is good enough but now I'm bumping against the limitations of C++ itself. Maybe migrating to Rust is a solution but I will have to spend another 10 years rewriting all my code which is not fun. And maybe Rust has fatal flaws too, so I'm not in the mood to explore it right now.