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Discussion on: Publisher Denied My Game Because of Custom C++ Engine

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Scott Tadman

As much as all that may be true by various definitions of "bad" it's still a lot easier to trust Unreal or Unity, which thousands of people have shipped games with, than some homebrew engine that nobody's heard of.

You need to pick your poison. Are you going to battle Unreal quirks and bugs but at least get portability, or are you going to battle OpenGL, Vulcan, Metal and DirectX directly? These are pretty "bad", too, because their implementations vary so much from one OS to another, even one version of one OS to another. Then you need to deal with audio, game input, and dozens of other things that are equally quirky and broken.

I've known a number of people that have shipped with Unity, Unreal and Game Maker Studio. Most people that embark on building their own engine never ship a game because it's a very deep rabbit hole to fall into and one with no bottom.

It's really a matter of how "indie" you want to be. Overgrowth managed to ship with a custom engine despite the odds, but wow, was that ever an undertaking.