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Carter Anderson 2020-01-22 01:05:53 -08:00
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These experiences led me to want the following from a game engine:
* It needs to be free and open source with no strings attached. Games are a huge part of our culture and humanity is investing _millions_ of hours into the development of games. Why are we (as game developers / engine developers) continuing to build up the ecosystems of closed-source monopolies that take cuts of our sales and deny us visibilty into the tech we use daily? As a community I believe we can do so much better.
* It needs to have fast build/run/test loops, which translates to either scripting languages or fast compile times in native languages. But scripting languages introduce runtime overhead and cognitive load, so my preference here is a native language with fast compile times.
* It needs to have fast build/run/test loops, which translates to either scripting languages or fast compile times in native languages. But scripting languages introduce runtime overhead, cognitive load, and a barrier between me and the actual engine, so my preference here is a native language with fast compile times.
* Ideally the engine is written in the same lanugage as games are. I found myself loving engines where game code is written in the same language as engine code. Being able to run an IDE "go to definition" command on a symbol in your game and hop directly into the engine source is an extremely powerful concept. And you don't need to worry about translation layers or lossy abstractions. Also, if an engine's community builds games in the same language as the engine, they are more likely (and able) to contribute back to the engine.
* It needs to be easy to use for common tasks, but it also can't hide the details from you. Many engines are either "easy to use but too high level" or "very low level but difficult to do common tasks in".
* It needs to have an editor. Scene creation is a large part of game development and in many cases visual editors beat code. As a bonus, the editor should be built _in the engine_. Godot uses this approach and it is _so smart_. Doing so [dogfoods](https://en.wikipedia.org/wiki/Eating_your_own_dog_food) the engine's UI system. Improvements to the editor are also often improvements to the engine. And it makes sure your engine is flexible enough to build tooling (and not just games).