For part two of the series I’m going to be digging into some of the known horror stories involving in-house engines.
The reason I’m doing this, is to paint a picture as to how difficult of a balancing act engines can be, especially at the AAA level.
The hindsight we can garner from these horror stories tells us heaps about what actually went wrong. Rather than blind criticism from players about ‘bad engines’ or 'lazy developers’ we can actually understand the complexity involved around the development of a game and where our criticisms should really lie.
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