Asking you (yes you)

Do you ever want to work on a game engine (any engine - and collectively, as in, participate in, not create)?

is this a thing devs wish for 🤔

@ruby0x1 been there, done that, gravitated to more architectural side of things..
@sol_hsa yea but like me you’ve been around the block enough times to know all the paths!
@ruby0x1 I'm pretty sure there are some paths still out there.. =)
@ruby0x1 every time I think about making a game, I realize the thing that interests me more is building a game engine and/or a pipeline around the engine.
@propersquid like personalized workflow? aside from time any reason you hadn’t or did you already explore?
@ruby0x1 I think it is the pipeline TD in me wanting to build tooling that could support some hypothetical studio. Aside from time, I haven't really jumped in because my expertise is mostly in animation/VFX pipelines, so I'm more comfortable building out some libraries that I hope to open source later.

@ruby0x1 if:

1- the engine does its thing in a way i find interesting or unique

2- i can see myself --and have the go-ahead for-- using it for my own things

3- there's good organization on tasks needed and vision for the way ahead

*definitely* would work on --not create-- a game engine. (edit: i love the finer details of working with code, helping others, but i'm a bit scatter brained in bigger planning 🤷)

--caveat: having the time to actually do so. point 2 helps with that prospect.

@ruby0x1 a little. I don't know if I could find one other person to collaborate with though
@ruby0x1
Yep. I tend to find myself putting more mental energy into the *how* than the *what* when left on my own. And accompanying that is a strong wish to make useful things and uplift creative endeavors.

@ruby0x1 also worth mentioning that despite apparently desiring that activity and walking through life with a permanent LFG floating above my head… I end up inevitably putting around on my own possibly because my tastes, feelings or interests don’t align with anyone. :shrug:

Shel Silversteins The Missing Piece comes to mind haha.

@ruby0x1 Sure, I’ve done it via Chipmunk2D and Cocos2D in the past. It was quite satisfying.
@ruby0x1 i always write my own engine, because my way of working is trying to do something so new that it's not supported by any software
@ruby0x1 it's nice to have the option to contribute to an engine you use for projects (much like it's nice to build the engine you use for projects) but for collective contributions there needs to be a strong support structure in place so bad code doesn't fly under the radar and people don't try to solve an issue that already has a solution in the works. You also need clearly defined paradigms/philosophy of how to approach the design of the engine as a contributor.
@ruby0x1 I think it can put a lot of load on core devs if there isn't an already standing producer with a role on the engine, eventually potentially slowing things down.
@ruby0x1
In short, yes.

In long: I sadly don't really have that much time...

@ruby0x1 I probably do, and if I hadn't 10k personal projects already, I'd probably join some open-source engine or smth.

Then again, the reason I have 10k personal projects is that I really like working alone on my own stuff and expressing myself through my work, so I'm not entirely sure if I'd like working in collaboration long-term.

@ruby0x1 For sure! I’ve always loved building frameworks and tools, so contributing to a game engine would be awesome. I started using an open source game engine recently, and look forward to opening a PR or two eventually.

Main concern is that their API is uhhhh not always very cohesive, not super well designed (that tracks, for OSS), so that’s a damper on my motivation to contribute. I like (building within) well-designed systems, rather than chaotic collections of random helper functions

@ruby0x1 I've been contributing to O3DE, very small things, but having fun with it.

@ruby0x1 I mean, I work on my own sometimes... so I guess the answer is yes...

In fact I find as soon as my engine ends up complete enough to make a game, I start to loose interest 😅

@ruby0x1 does it count if I'm fixing UE's shit
@ruby0x1 absolutely, with the caveats that the community is decent (no bigots, anti-exploitation, not anti-UX), and there are side channels to contribute through (plugins + enough modularity to replace what's needed) when something is deemed not a good fit for main-channel integration

@ruby0x1 As a full time job: yes, fun!

In other contexts: no please I just want something that works.

@protowlf does that exist? :P
@protowlf but in seriousness, you mean when doing projects at work or side projects that you want reliability?

@ruby0x1 Maybe more specifically: if I'm not on the team directly responsible for making/maintaining an engine, I probably don't want to work on one. It takes so much attention.

As an indie dev I *definitely* don't want to switch gears to contribute to an engine. But even if I were at a studio using middleware, going into that codebase is also a big annoying distraction.

On the other hand, building tools ON TOP OF an existing engine can still be fun IMO.

@ruby0x1 yeah I've been enjoying systems level development with my web server and it's struck me that for my own no/low-engine development I always enjoyed the resource management systems; of course Tools too.