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this post was submitted on 14 Sep 2023
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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!
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.
Technically you’re not wrong. The work is done, the logic already exists.
But systems like Unity aren’t like other code where you can rip one section out and still have 80% of a working codebase. Game engines are as fundamental to most of their game code as the language it’s written in. It’s not like you can just drop things into unreal or godot, connect a few interfaces and call it good. You still have to write the whole thing from the ground up.
As I said, it depends on how it's built. And how proprietqry the engine is.
Unity from what I know supports universal code/mesh/texture formats, but if the devs opted for the "easier to use" proprietary systems- well, that's a problem.
Now what I don't know is how easy are scenes to export in Unity. They're probably built with Blender or something else though in most cases, unless Unity has drastically changed.
Assets are safe, but they often need to be re-rigged or re-formatted. It’s still a non-trivial task though. Levels will need to be rebuilt, open worlds have to be started almost from scratch, and a lot of other things I can’t think of off the top of my head.
The real problem is underlying systems. Unity often handles networking, render engines, game logic and most other things. The reason Unity was so popular was because it was easy to use (and free). Game code will need to be at minimum heavily refactored, if not rewritten, as anything that interfaces with the engine needs to be changed over. Just like you can’t just port c++ -> c# without major changes, you can’t port a game engine without major changes too.
Unless theyve built everything as a separate code bundle, only interacting with the engine at a bare minimum, there’s no way to change with minor impact. It’ll be a huge project that will also require the engineers to learn a new stack that behaves differently, further slowing down the process.