Duion {l Wrote}:I don't get why everyone wants to write his own engine now, to me it is just a waste of time.
Duion {l Wrote}:Some new engine creators think they can make money with it, but the chances are very bad for that, since the engine market is oversaturated, especially since the biggest and best engines became pseudofree, so why should anyone use anything else?
Duion {l Wrote}:I don't get why everyone wants to write his own engine now, to me it is just a waste of time.
rogerdv {l Wrote}:Duion {l Wrote}:Some new engine creators think they can make money with it, but the chances are very bad for that, since the engine market is oversaturated, especially since the biggest and best engines became pseudofree, so why should anyone use anything else?
I think there is no space for commercial engines, no that Unity, Unreal, CryEngine and Lumberyard are free to use. But there are space for open source engines, because at least Unreal does not permit the creation of open source products. And now, the open source engines have to compete with high quality engines with lot of useful features like cinematic tools, profilers, etc, so I dont see the point in developing open source engines for any reason other than fun and learning.
domtron {l Wrote}:Coincidences are interesting. I was just reading some ECS tutorials by the bitsquid guy and he is apparently behind this engine as well. His old engine was brought up by autodesk and this seems to be a new one he is making. Or maybe it is the same one?
@Duion: Here is an article about why you would write an engine in 2017: http://www.randygaul.net/2017/02/24/wri ... e-in-2017/ TL;DR you do it to a) learn, b) have fun, or c) implement a new feature that you don't think other engines do right or at all. The engine/techdemo I'm making (trying anyway) is mostly because I want to see how something with native C++ mods works. It is also stemming from my frustration with poor linux support in gaming. (as a side note my original idea came from a Minetest post about 3-4 years ago so it wasn't spurred by that article which happens to talk about C++ mods/scripting as a valid reason to make a game engine)
Duion {l Wrote}:Most "open source" game developers now use Unity or Unreal.
Duion {l Wrote}:You could just add the feature to an existing open source engine or add better support, you would be far far quicker to achieving your goal.
rogerdv {l Wrote}:Today I discovered a new engine, via Phoronix: Intrinsic. It is mostly oriented towards Vulkan, and has interesting features, like its own editor. But it is still in early stages.
farrer {l Wrote}:rogerdv {l Wrote}:Today I discovered a new engine, via Phoronix: Intrinsic. It is mostly oriented towards Vulkan, and has interesting features, like its own editor. But it is still in early stages.
Seems good (at last from their pictures and a quick look on its code)... Maybe in a few years, when I (hopefully) get a vulkan-compatible card I can test it
Duion {l Wrote}:farrer {l Wrote}:rogerdv {l Wrote}:Today I discovered a new engine, via Phoronix: Intrinsic. It is mostly oriented towards Vulkan, and has interesting features, like its own editor. But it is still in early stages.
Seems good (at last from their pictures and a quick look on its code)... Maybe in a few years, when I (hopefully) get a vulkan-compatible card I can test it
You are not going to use it anyway, as well as anyone else here commenting, so this is just some kind of self validation talk.
To people who have no clue about how things work it always looks amazing while actually, the rendering techniques are developed by other people already and available for anyone to use, a game engine "just" does the implementation.
farrer {l Wrote}:Seems good (at last from their pictures and a quick look on its code)... Maybe in a few years, when I (hopefully) get a vulkan-compatible card I can test it
domtron {l Wrote}:farrer {l Wrote}:Seems good (at last from their pictures and a quick look on its code)... Maybe in a few years, when I (hopefully) get a vulkan-compatible card I can test it
Is that why I haven't noticed much FOSS support for Vulkan? I've been wondering why the FOSS community haven't jumped on Vulkan harder. I understand it is a little more bare metal then OpenGL, but I figured there would be more open source rendering engines and other resources popping up. Everytime I look I don't find much. :/
domtron {l Wrote}:I've been wondering why the FOSS community haven't jumped on Vulkan harder./
Duion {l Wrote}:domtron {l Wrote}:I've been wondering why the FOSS community haven't jumped on Vulkan harder./
This assumes that there is anybody who is able to do graphics development in the FOSS scene, but I rather think that there is no such people in the FOSS community.
Julius {l Wrote}:GPUs are not really the problem... (even most Intel build in GPUs support Vulkan). The actual reason is that few open-source projects benefit from it, as Vulkan is not the magic bullet people think it is. Unless you work on something very high-end and CPU demanding, your benefits of using Vulkan will be very small and you end up not being able to utilize highly optimized well proven OpenGL libraries/shaders.
Duion {l Wrote}:I don't get why everyone wants to write his own engine now, to me it is just a waste of time.
Reinventing the wheel is great when (and when you have the time):
* Your wheel has less dependencies than the current wheels
* Your wheel is faster than the current wheels
* Your wheel is simpler than the current wheels
* The current wheels are obsolete or lack development in the recent years
* It fits your needs better than the current wheels (specialization)
* The current wheels have a license that doesn't fit your needs
* Experience
* When you just want to have fun
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