1 |
[q]At
the
same
time
since
we
are
talking
about
engines,
why
not
switch
to
free
engines
that
were
developed
recently
(
like
UN5)
?
[/q]Because
doing
so
would
be
completely
nuts.
You're
talking
about
spending
years
to
even
approach
reimplementing
what
already
exists.
A
large
team
of
people
experienced
across
all
areas
would
be
required.
Have
you
seen
indie
RTS
on
engines
like
unreal
or
unity
over
the
past
few
years,
or
talked
to
their
developers?
Fundamental
requirements
(
like
pathfinding,
good
netcode,
replays,
AI)
seems
to
need
writing
from
scratch
and
a
lot
of
games
struggle
with
it.
Just
play
a
range
of
recent
RTSs
and
you'll
see
that
it
would
take
years
of
many
peoples
time
to
make
ZK
to
anywhere
near
the
current
standard
of
ZK
on
a
generic
engine.
|
1 |
[q]At
the
same
time
since
we
are
talking
about
engines,
why
not
switch
to
free
engines
that
were
developed
recently
(
like
UN5)
?
[/q]Because
doing
so
would
be
completely
nuts.
You're
talking
about
spending
years
to
even
approach
reimplementing
what
already
exists.
A
large
team
of
people
experienced
across
all
areas
would
be
required.
Have
you
seen
indie
RTS
on
engines
like
unreal
or
unity
over
the
past
few
years,
or
talked
to
their
developers?
Fundamental
requirements
(
like
pathfinding,
good
netcode,
replays,
AI)
seems
to
need
writing
from
scratch
and
a
lot
of
games
struggle
with
it.
Just
play
a
range
of
recent
RTSs
and
you'll
see
that
it
would
take
years
of
many
peoples
time
to
reimplement
ZK
to
anywhere
near
the
current
standard
of
ZK
on
a
generic
engine.
|