u/Correct_Dependent677

Why do people keep creating their own engines when the nice Godot Engine open-source framework exists?

Why do people keep creating their own engines when the nice Godot Engine open-source framework exists?

I don't know about you, but personally, before creating my own engine, I would modify Godot, It's not that complicated; Godot allows you to create high-performance modules with C++ and test them without having to recompile the engine.

For those unfamiliar with Godot, it is a free and open-source engine licensed under the MIT license.

For those who may have already done this, is there anything I've missed? Is it not worth modifying Godot? Or is creating your own tools more of a personal preference?

The image is from Road To Vostok, made in Godot.

I read that Khronos Group greatly improved the Vulkan documentation and that it is now more beginner-friendly.

I see a certain parallel with the C++ and Rust languages; C++ is still treated as old technology, and most people migrate to Rust, even though I personally find this language more complicated to learn than C++.

What could this mean for the future? Will it still be worthwhile to learn technologies like C++ or OpenGL in the next 10 years? Or will the new standard be learning Rust and Vulkan?

It's ironic that both technologies released their stable versions in almost the same year, Vulkan 1.0 (2016) Rust 1.0 (2015).

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u/Correct_Dependent677 — 10 days ago