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At present, the development trend of the game industry as a relatively mature middleware, many toolset and basic construction in different games are interlinked, there has been a metaphor for the game engine in the near future will be like the current operating system, Show a more stable state (for example, now more active operating systems are only Widnows and Linux).
If you pursue performance, you can actually rewrite the renderer and shader in unity or other engines to make improvements, so the pursuit of performance is not an excuse to use the self-research engine.
< Span style= "Color:rgb (102,102,102); font-family: ' Microsoft yahei ', Simhei,simsun; font-size:14px; line-height:30px "> Moreover, many of the domestic companies ' engines, such as swimming. Also just to change orge what, toolset and platform construction far less than unity, now may even cocos2d-x is inferior.
Many domestic " self-research engines " Is there any value in the continuing existence? Should we abandon the "self-research engine"?
To describe one from a point of view :
Unity3d will not be able to recover, or, the potential in the future for many years, the world mobile game engine market overlord.
Looking back on history, as we have experienced over and over again the internet era of change, X86,windows,google,facebook,twitter, when a certain size of products in a certain area to achieve supremacy, other similar products from the accumulation of technology, The spread of the cost, the degree of mastery of the user and so on the gap will not be able to recover the greater. Even for products with more core technologies such as engines, this gap is not a one or two-star-level programmer can undo. Whether it's ease of use, performance optimizations, more functionality, and more platforms, these are bare costs for engine development teams. As time goes on, the threshold will be higher and higher, to the extent that later people simply have no way to reach it.
This is just as you plan to open a company now, develop an operating system to sell, even if you invest billions of dollars, you may have just finished a research on Microsoft as early as more than 10 years ago in the laboratory to conclude the question. This is just technology, compared to Microsoft's complete promotion, sales channels, you in the early days of the start-up will also need to promote their own, you may have to invite a few 10 friends or family members to experience your product than Microsoft's complete billion-tier user experience collection and analysis system. The threshold of all this is irreversible.
Two points of view:
Cocos2d will continue to occupy a certain market in the field of 2D game research and development, but will be defeated in the 3D field.
the relationship between Cocos2d and Unity3d is somewhat similar to the relationship between Linux and Windows. The former is the banner of open source, from the community development, the latter from the birth of the commercial closed source. According to the programmer's evil, open source gives them a false sense of control and makes them think that if the engine is open source, they can look at the code and fix it when the engine encounters a bug. Although this feeling is wrong most of the time (not discussed in depth here), even in a small part of the right, the benefits are far less than the cost of using a commercial engine, but this helps to ensure that some loyal users, once the user spends a lot of learning costs to learn an engine, in the absence of special necessity of the case, His chances of switching to other similar products are very small. On the other hand, Unity3d in the 2D area of some of the current situation, it does not provide a good majority of 2D game developers adapt to the work mode, it is bulky, can not meet the requirements of many small thin-channel package. Its architecture and design are perfectly, so it is not easy to meet a particular requirement. So in the demand of the 2D game field, the current cocos2d is well-deserved hegemony, unity3d not easy to eat this part of the market.
However, in the 3D field, cocos3d lag too much, whether it is resource management, scene management, rendering framework, which in the era of OpenGL ES 2.0 popularity may not be obvious, but with the release of OpenGL ES 3.0 to popularity, the technical threshold will be greatly improved, COCOS3DX will be reduced to a simple picture of the small engine, time gap and investment gap will make it and unity3d can not contend.
on the other hand, the structure of the cocos2d is more loose than the design of the Unity3d api,cocos2d more like a function of the product. For small-scale projects, the problem may not be obvious, as long as a small increase in the programmer (or let them work overtime!?). Can solve the problem, but as the size of the project expands, the number of participants increases, the confusion and the endless bugs are the only endings I can see.
Three points of view:
domestic self-research engine, especially the commercial self-research engine will continue to exist for some time.
and do not say upstairs someone mentioned "self-study plot", purely from a business perspective.
1, the engine market is a technical support and other service requirements very high market. Localization services are a very important service for a country that is not a native English speaker. Before Unity3d really grow into a strong multinational, there is plenty of time left for domestic engine companies to survive, and it is likely to grow into something like Baidu's roost role in the search field. To some extent, I think the genesis-3d of the Sohu swim is this abacus, the result how still need to observe.
2. As has been mentioned, a generalized engine such as Unity3d is difficult to provide enough support for a particular type of game. For a particular game type, there is plenty of time left for a specific engine to grow, a stable community, and a stable user before the Unity3d is perfectly covered. Typical representative has the orange light word game making tool.
3, for a certain scale of the company, has its own engine, has a company belonging to their own technical support team, it is still valuable to look at the present. This will not only greatly reduce the risk of engine learning and research adaptation, but also help the company establish its own technical thresholds in certain segments, and even help reduce the core staff turnover rate.
4, for some small team with core technical personnel, as long as do not expect a chatty engine solution, have a own engine (not a behemoth, but a small fresh tools & library collection and self-accumulation) is still a help to mobilize the enthusiasm of the core technician , and can quickly respond to and meet the needs of today's less complex scenarios. The typical representative of this idea is the ejoy2d of cloud winds.
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Four Points of view:
the engine development team has more new opportunities.
1, the boat small good turn, any big engine, reached a certain scale, it landed a new platform or environment will have a relatively large time cost. Compared to the small-scale engine quickly landing on a platform, on the new platform to quickly seize the market, will be a relatively large opportunity. The typical representative of this scheme is Unity3d himself. A few years ago, when it came to the game engine, people thought of unreal and Crystal, and then the Unity3d was just an engine that lived in the browser plug-in, and was mostly not even game-oriented, a very small crowd. But Unity3d seize the opportunity of the wave of smart phones, quickly seize the market, not only to achieve a new round of myths, and even in the PC, mainframe and other platforms have produced a counter-offensive potential. Will this matter be repeated? No one knows it.
2, service, service , or service. For some customers, they are not concerned about how technical the core of the engine is, how big the algorithms are, and what they are most concerned about is whether the needs and problems they face can be solved. More than more than 10 years of technical accumulation, a wealth of documentation, they want a quick reply to the mail, a phone, or even a home training or technical support. To be a good service, you need to be a team with a certain amount of technology, but you may not even need to have an engine of your own. Think, when the Windows tide comes, the real money is to invest tens of millions of hundreds of millions of to develop a new operating system to try to compete with Windows, or those selling pirated disk, the Windows Office training team?
3, to adapt to the new era of the internet socialization of large production mode. As an engine team, you have the possibility of technical strength, research and development capabilities, you may think you are not suitable to do what distribution training things, then there must be another thing you can do, is to use the community and platform, the Internet-based division of labor and Cooperation. A requirement that no one else can accomplish, a technical problem that someone else can't, and if it's easy for you, then you don't have to have your own engine, and you get your place in the Internet age.
On the development of COCOS2DX and Unity3d