this post was submitted on 14 Sep 2023
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[–] Blamemeta@lemm.ee 27 points 1 year ago (1 children)

Not easy when your entire game is built on it. You'd most likely have to toss out your code and start from scratch.

[–] EnglishMobster@lemmy.world 2 points 1 year ago* (last edited 1 year ago) (2 children)

Depending on how much money you expect to lose, that may be the more prudent option for some.

At the very least you'd have something to work with - it's not truly "from scratch".

I work in the AAA industry and I've ported code from one engine to another - it's not fast by any means, but at the very least you can assume the code that's there is largely correct. The killers are materials/shaders, porting over design work, and fixing timing issues. If you have netcode that can be tricky as well.

But at the very least you can have the core of your game running again reasonably. It's how things like Stanley Parable: Ultra Deluxe went from Source to Unity, and how Pokemon BDSP went from the proprietary Pokemon engine to Unity.

Indies and AAs can hire some extra hands to work temporarily with their existing engineers to port and they'd probably lose less money than Unity is charging.

[–] Not_Alec_Baldwin@lemmy.world 6 points 1 year ago

That's why this is an existential threat for so many studios.

They can't survive with the Unity pricing, and they probably don't have the funds to transfer to a new system. So they will have to shut down.

[–] Blamemeta@lemm.ee 4 points 1 year ago

Its the cheapest option, but its still company destroying expensive.