What You Gain by Building Your Own Game Engine

(eliasfarhan.ch)

22 points | by kwakwa_cat 2 hours ago

4 comments

  • avaer 4 minutes ago
    There's a game version of the Whorf hypothesis; the engine limits the kinds of games that are thinkable. Unless you are the kind of person that has shipped your own engine, you probably don't even realize the thousands of little decisions that are forced on you. Which is why so many games look and play exactly the same.

    According to my research, Steam success is somewhat correlated with making your own engine. Novelty and standing out from the crowd are the things that sell your game. It's a lot harder to do new things if what you can think is limited by your infrastructure.

    Still, don't build your own engine. Build your game; the engine comes out of that.

  • tancop 27 minutes ago
    Where do you put modular engine/framework hybrids like Bevy? It owns the game loop so it's technically an engine but you can swap out just about every part of it, even rendering and window management. Tiny Glade only used the core ECS with every other part being custom.
  • 100percentjake 19 minutes ago
    Still bitterly disappointed that the upcoming sequel to Cyberpunk 2077 will no longer be on their in-house engine. There's something innately charming about the unique brand of jank that comes with doing it all in-house. See also: Skyrim/Creation Engine in general.
    • MYEUHD 8 minutes ago
      Yes a custom engine gives the game a unique look and feel, but it's also expensive. In fact, if Cyberpunk 2077 had used an off the shelf engine, it probably wouldn't have had such a buggy launch.
      • Sarkie 6 minutes ago
        Bollocks.

        Probably is doing heavy lifting here

  • adastra22 1 hour ago
    That graph isn't 13% "make their own game engine." It is 13% as "other." There are a LOT of other game engines out there. Very, very few games roll their own.
    • Negitivefrags 7 minutes ago
      If you look at the actual source linked in the article it contridicts you.

      "Other" in that document means custom game engines.

    • dismalaf 58 minutes ago
      > Very, very few games roll their own

      Except a ton of successful indie games, including some of the best of all time:

      Minecraft, Braid, the Witness, Dwarf Fortress, Stardew Valley, Terraria, Fez, Animal Well, and probably a bunch I haven't heard of or forgot.

      Also most AAA studios and a lot of AA studios.

      Most game engines were also born out of a game. Source, Unreal, IDTech all were games first, then the engine was extracted.

      • ColdStream 35 minutes ago
        It really depends on your needs I guess. Not to undermine them in any fashion but If you just need some generic features and get something out quick, a pre-built engine can take a lot of the head ache out of it. I'm thinking stuff like last years 'Skate Story', built by one guy over a few years and it looks great, all done in Unity. If they were building their own engine it probably would still be another few years back and probably for not much gain.

        But then things like Fez as you mentioned, back in 2012 when it came out, it would have been a real struggle to put together with off the shelf engines. I could see it being much easier now but still a product of its time.

        One studio I am endlessly impressed with is Enhance games. Tetris Effect (UE4),Rez Infinite (UE4), Humanity (Unity) and Lumines Arise (Unity). When you fire them up, you would be really hard pressed to know what engine they are running as they have made the end results so unique that the base engines traits are almost completely gone. That is a real talent.

        But if you have some unique tech that just needs to see the light of day or a work p=flow that just doesn't fit what everyone else is providing, go with your own engine. There will never be a one size fits all.

        • dismalaf 25 minutes ago
          > It really depends on your needs I guess. Not to undermine them in any fashion but If you just need some generic features and get something out quick, a pre-built engine can take a lot of the head ache out of it. I'm thinking stuff like last years 'Skate Story', built by one guy over a few years and it looks great, all done in Unity. If they were building their own engine it probably would still be another few years back and probably for not much gain.

          I'm not necessarily making any judgement about what someone should do. Rolling your own engine for a story based game is probably a bad use of time. But the idea that few successful indies have rolled their own is false.

          I agree - if you're just doing something that needs some assets placed, some interactions, rendering, some physics, use an off the shelf engine. But the idea that it's impossible or not worthwhile to roll your own is repeated too much.

      • adastra22 44 minutes ago
        There is a valuable point in what you are saying, but I don't think it is as strong as you are making it. Game engines do have a certain 'style' that is recognizable, especially if you use default settings and cookie cutter stuff from the asset store. The most successful indie games often have their own unique aesthetic, and rolling their own game engine, while not strictly necessary, does make that uniqueness the default outcome rather than something you have to strive hard to achieve.

        But most indie games do not roll their own engine. Even this widely shared post aiming to show off games with custom engines, ends up listing a ton of games with notes like "OGRE-based" or "MonoGame-based." I'm sorry, but that's not a custom engine. That's an atypical engine choice (OGRE or MonoGame) with tweaks. Maybe I'm being a pedant, but I think the difference matters.

        https://gist.github.com/raysan5/909dc6cf33ed40223eb0dfe625c0...

        Unfortunately I don't think there are good numbers on how many truly original / custom / no-engine games are out there, in absolute or market terms. 13% is the ceiling, but I wouldn't be surprised if it was much smaller (e.g. <5%).

        • dismalaf 40 minutes ago
          > "OGRE-based" or "MonoGame-based."

          You compared a full-on 3D renderer to something that's basically the same as SDL or Raylib. Ogre could be considered a game engine but XNA/Monogame definitely isn't (nor is SDL or Raylib).

          > But most indie games do not roll their own engine.

          Most indie games are slop that are barely more than a template with pre-purchased assets and sell zero copies. There's no point talking about most of something when 99% gets thrown straight into the garbage.

          > The most successful indie games often have their own unique aesthetic, and rolling their own game engine, while not strictly necessary, does make that uniqueness the default outcome rather than something you have to strive hard to achieve.

          Yup and that's the point. Code is art as much as art is art. Sure, you can get a basic game made in a couple hours with Godot, but what's the value or uniqueness when anyone can do the same?

          • adastra22 28 minutes ago
            How is MonoGame not a game engine? It handles graphics, input, main loop, etc. You can write simple games in a few hundred lines of code, just loading and game logic. Perhaps we're taking past each other.
            • bluefirebrand 14 minutes ago
              > It handles graphics, input, main loop, etc

              It kinda doesn't though

              What it provides is the tools to build on top of to make those things yourself

            • dismalaf 18 minutes ago
              Game engines typically provide a LOT more than Monogame. For example, an editor, 3D renderer, scenegraph, etc... Monogame and Raylib do a tiny bit more than, say, SDL, but neither does anywhere close to as much as Unity, Unreal, Ogre, Filament, JMonkey, etc...
          • hansvm 36 minutes ago
            > most are slop

            Is there any chance they meant most "real" indie games? If they did, does the observation about chances of rolling one's own engine change?

      • xboxnolifes 7 minutes ago
        A lot of those games definitely get some of their unique game feel from their engine, but The Witness in particular is a type of game that really wouldn't need it in 2026. It's a product of both it's time and it's creator's unique strong feelings for programming languages, game engines, and game development.
      • satvikpendem 48 minutes ago
        Isn't this survivorship bias? How many were successful in contrast that just used an off the shelf engine?

        Regarding Source, Unreal, etc, that was back in the day when making an engine was much easier than today, due to lower player and graphics demands, which they then iterated on.

        • dismalaf 36 minutes ago
          > How many were successful in contrast that just used an off the shelf engine?

          Yeah there's successful games that used an off the shelf engine but saying very few roll there own is plainly wrong when a bunch have. And that's without mentioning the whole flash era...

      • rsalus 27 minutes ago
        Well, to be pedantic, Stardew Valley + others used MonoGame which is technically a framework but realistically does a huge amount of the work needed to develop a game engine.