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> their competitive edge is the creative work as a whole, not some particular technique.

Never worked in the industry (and don't have a desire - though one time I did), but I'd have to say that's spot on. You can have all the fancy shader tech and other 3d gismo engine whatever at hand, but without the story/plot and creative content, anything you made using it wouldn't amount to much.

...and that content is very difficult to make! Even a simple 2D game can have a load of content and design behind it that can't be easily replicated for a new title by a single person. Though this kinda argues against why more companies don't release their engines and tech as open source - especially once the tech has "aged out" (fortunately, a few companies have - like Id Software, among a couple others).

Even with these releases, though, you don't see a slew of others coming out with games and such based on the code.




Game dev here. People don't share engines because there is no reason to. Unless I'm trying to license my engine out like Crytek or Epic there is no reason for me to open source my entire engine. You can talks all the time about the interesting parts of engines, tools, and techniques but there is no reason for a company to just be like "here is our engine bye"


25 years ago people would have said the same thing about OS kernels, and yet here we are. Some of the underlying problems I see are that the game industry is still young and hasn't really standardized everything yet. Because of that, there is still ruthless competition between the hardware and GFX card vendors. Vulkan is a step in the right direction, but it will obviously take time for it to become adopted.

A lot of it is also driven by the popularity of consoles and mobile devices which are still largely locked-down walled gardens. They intentionally make it difficult to share code between platforms too. But, soon enough game developers will get sick of writing the same code over and over again, just as OS developers did in the 90s. Once this happens you'll start to see a lot more ad-hoc code sharing which will pave the way for more engines being made free software.


That's a pretty naive view of things, it's not the lack of GPU standardization that drives engines, it's the fact that fundamental bits of gameplay drive very diverse engine requirements.

For instance UE3 makes a horrible engine for open-world games since it's built on loading levels whole-sale and doing very little streaming aside from textures. If you need a game that requires 60FPS(racing, fighting/etc) something that is GC based won't cut it.

I've worked in in-house and external engines(UE3, Unity) and you always have to re-write large portions to make them work for your gameplay. There are fundamental tradeoffs that make it hard to do otherwise. At every project there comes a point where you no longer take unlevels from mainline, fork the code and make deliberate breaking changes to ship the game vision that was set out by the team.




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