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The trap of "building a game engine" vs "making a game" has existed long before Rust.

When games were really simple, so simple that "making a game" vs "making an engine" had no real difference (say, building a game for 8 bit home computers) then it wasn't a big deal. The concept of "games engine" didn't really exist back then, or was uncommon at least.

But nowadays? A small indie team, or a single dev, are likely to go down the rabbit hole of making their own game engine, forced to solve a lot of problems that are already solved in existing engines, rediscover the wheel, and get frustrated because the step of making the game never actually comes.

I think it makes more sense to use a pre-made engine, unless the game really is so different this isn't an option, or the devs really enjoy making engines (which is valid, and you learn a ton of cool things, but is also a hurdle in the way of actually making a game).

Every games programmer enthusiast I know has a half-made, abandoned, badly performing engine with which they've made a couple of demos or a barely functional unfinished game... (I'm also guilty of this, but given my age, mine was written in C++!).



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