EverNightX: I know this is CRAZY, but hear me out.
What if the people who made games actually...knew how to make games? Then they would not have to use someone else's engine.
rtcvb32: Because building an engine is difficult. Kinda like asking to start a taxi service, but you don't want to buy a car for it, so just build it... go ahead, back yard, get to it....
I don't know about you, but writing using trigonometry to get 3D graphics, adding textures, as well as bounds checking, writing your own interrupts to handle sound and music, then attaching that to work with Vulcan DirectX and OpenGL, then on top of that making a game to go with it, aka sounds, music, models, animations, and then the core logic, AI reactions, etc. And if you really want to build from scratch, write your own compiler and own language(s) to go with it, and your own libraries and toolkits.
These common '
engines' are at this point considered part of
'the wheel' i would think at this point. They say don't reinvent the wheel. Even in the mid 90's there were software packages including 80% of basically the DOOM engine to get your started to make your own FPS games.
edit: You know i'd agree with you if it was back in the MS-DOS days. You didn't need special hardware drivers to switch to graphics modes, or anything to handle timing. It literally set a few registers, call specific interrupt, the BIOS would take over and switch graphics, then you are given an address (
B0000-CFFFF if i remember right) and you write your pixels onto the screen memory buffer and it would automatically copy to the screen on the next refresh. You set a timer to go off on a counter which would be your timer, which at it's slowest was like 16hz (i'd have to check).
Most models like in Mechwarrior likely had mech models with like 30-40 polygons, and checking if a hit had to be considered was just a box around the mech before getting into more detailed checks. And you could forego or include some textures and it wasn't a big deal.
I think you seriously underestimate what is needed just to get the framework working, before actually working on a game. And if you have to spend 1-2 years building an engine before you start on your game, you likely will get burned out LONG before you finish it.
Personally I lament a lot of the skillset that has been lost that many WESTERN devs. don't have. They are used to working on a standardized PC framework, not the RISC custom stuff on consoles and arcades. They're going to have learn to work on RISCV architecture soon enough so we can really eek out the most performance.
Sadly many don't know how to make an arcade game that really hits the spot and the garbage that Raw Thrills puts out doesn't count.
edit: Someone reminded me here. Given that CDPR is moving to UE, please leave Lumen OFF or figure out a way to turn it off in our options menu. Use Nanite and RT together instead as there is no way in hell that I am going to run DLSS or FSR to play the same at a serviceable framerate at a HD res.