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Could you give an examples of a game that used a custom game engines that couldn’t achieve what they wanted in Unreal or Unity?

Edit: The only style I would think would be infinite/strange geometry, like Manifold garden (great game!). But, it’s Unity.




I've worked on several. You haven't heard of them because none of them shipped due to issues with commercial engines (in particular Unreal Engine 4).

They are very difficult to use if the game play semantics are complicated and require lots of interaction with world state or world geometry. If you're making a common FPS, they are great.


> They are very difficult to use if the game play semantics are complicated and require lots of interaction with world state or world geometry.

Could you give an example? I’m trying to understand what the limits look like. It appears to be trivial to you, but for someone outside of game design, I can’t imagine what those might be.


We almost never hit technical limits in the renderer, streaming systems, etc. Instead, we found that pushing gameplay systems beyond the prototype stage would require more and more effort, as we'd encounter deep engine bugs, or the tooling simply did not cater to our use case.

We ended up implementing more and more tooling outside the engine, and there comes a point where UE4 became a IO/Rendering system. We'd've been happier if the engine were modular in design from the get-go.


Sorry, I think we're stuck in a loop.

> we found that pushing gameplay systems beyond the prototype stage would require more and more effort

I understand that you're saying that some systems exist that can't work. I'm trying to understand what those systems would look like, and how the user would see it as being different. Do you have an example of the system/mechanic that can't work?


Not at a high level that is easy to express in a HN post, sorry. It's one of those "the devil is in the details and there are a lot of details".


> Could you give an examples of a game that used a custom game engines that couldn’t achieve what they wanted in Unreal or Unity?

A game that doesn't require a multi-gigabyte download and a top-tier GPU and CPU to render stuff in 2D? ;)

There are many reasons people might want to opt out of existing game engines: full control over rendering pipelines, assets and dev. experience might be some of them.


Sure, but what does that mean, to the actual end product? Do you have any examples? I’m not a game dev, so to me, I would naively assume that these wouldn’t be limiting, or laughable, as the original comment suggested.


jai's author, Jonathan Blow, always creates a game from scratch. His games: Braid (highest rated XBox Live title when released, "Xbox Live Arcade Game of the Year", https://www.youtube.com/watch?v=YgGeBOC0PX4) and Witness (while not winning significant awards, regularly appears in Best of Decade games lists, https://www.youtube.com/watch?v=URjb3RBIe7c).

Besides that there are multiple games where people use their own engines:

- Possibly among some of the most technically complex ones are Factorio (e.g. https://www.youtube.com/watch?v=zRYQcVb_5W0) and Noita (where every single pixel in the humongous world is simulated https://www.youtube.com/watch?v=prXuyMCgbTc)

- Among the AAA-level crowd there's Decima (Death Stranding https://www.youtube.com/watch?v=tCI396HyhbQ and Horizon Zero Dawn https://www.youtube.com/watch?v=u4-FCsiF5x4) and REDEngine (Witcher 3 https://www.youtube.com/watch?v=YdHc3JZixRY, Cyberpunk 2077 https://www.youtube.com/watch?v=BO8lX3hDU30)

- There are smaller ones like Monkey X (Crypt of the Necrodancer, https://www.youtube.com/watch?v=u_avgU1u6yM)

- There are bigger ones like Clausewitz (basically all of Paradox Interactive's games like Crusader Kings https://www.youtube.com/watch?v=0M9qKVCl6HQ and Stellaris https://www.youtube.com/watch?v=eoAkomMEFQo)

In general, once you know what you're doing it sometimes pays to develop your own engine that is specific to what you're doing. Unity and Unreal are generalist enines that you still to bend to your will to do what you need to do and may have opinionated setups of things that are hard to work around, or maybe are omitted from the engine, or just plain don't allow you to do.


> just plain don't allow you to do.

This I was my question, and its context in this thread.

From this list, I suspect Noita is the only one that couldn’t be achieved with Unity or Unreal. That’s a good example!




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