An upcoming update for RimWorld changes its engine from Unity to the devs' in-house Waylith Engine, speeding the game up without breaking community mods.
It seems like a good strategy to improve time-to-market by leveraging an existing engine, and then if you’re successful enough then maybe you can afford to create your own.
I think it would be quite rate for something like this to be feasible at all. Decisions like this are set in stone before development starts, and tend to dictate the development direction.
Few indie devs have the resources to achieve byte compatible and bug compatible clones, AND getting better performance at the same time. It’s really only feasible if the original game used a well specified subset of functionality from an inefficient engine. If you did any messing with the internals of the engine, etc, it gets expensive fast.
It seems like a good strategy to improve time-to-market by leveraging an existing engine, and then if you’re successful enough then maybe you can afford to create your own.
I think it would be quite rate for something like this to be feasible at all. Decisions like this are set in stone before development starts, and tend to dictate the development direction.
If you’re a megacorp sure, don’t think that applies to most indie games tho lol
Few indie devs have the resources to achieve byte compatible and bug compatible clones, AND getting better performance at the same time. It’s really only feasible if the original game used a well specified subset of functionality from an inefficient engine. If you did any messing with the internals of the engine, etc, it gets expensive fast.
Yeah because gaming companies are notorious for delivering what they promise with no deviation.