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  • Gamey@feddit.de
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    1 year ago

    I bet they will do so for their next game but reimplementing a entire game is FAR easier said than done, something like that could very well bankrupt a smaller studio!

    • dog@suppo.fi
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      1 year ago

      I mean it’s easy to reimplement entire games if you’ve built it modularly. Just swap your core game logic to run on another library and the game works the same it did before.

      Edit: 'course, exceptions exist like if you wrote everything using their proprietary coding language, instead of using something universal.

      Edit 2: It MAY still be possible that a translation/compiler exists that’ll run as a plugin in a proprietary engine, and converts it into something universal.

      • Cypher@lemmy.world
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        1 year ago

        I’ve written game engine wrappers and converters for all sorts of code and file types.

        It would honestly be easier to fire up Unreal Engine 5 or Godot and start again.

        • dog@suppo.fi
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          1 year ago

          Well I’d say that was true 5 years ago. Is it still? I’d not be so sure.

          Small projects might as well start from scratch.

          But projects with years of devtime are best ported.

      • Overwrite7445@lemmy.ca
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        1 year ago

        Game Dev isnt just code. Remaking a project from scratch is a massive undertaking. Porting the code could be difficult too especially if relying on core unity libraries.

      • AeonFelis@lemmy.world
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        1 year ago

        The surface area is huge. This is not an SQL database where you can just change the ORM’s backend.

          • AeonFelis@lemmy.world
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            1 year ago

            If you don’t use anything from the engine itself, implement everything from scratch, only using the engine as an entry point that launches your own code, and pay unity two thousand dollars per year per seat for that privilege - I guess porting should be fairly easy.