That’s a years if not decade+ long project though
Yep.
You can’t just stomp a new game engine out of the ground
I don’t know what you mean by that, but creating new game engines and migrating from one to another have both been done before.
Is either of those tasks fast or cheap? Of course not.
Are they worthwhile? Sometimes.
Are they possible? Absolutely.
especially not […] if you want it to be as moddable as their current one.
Well, I can understand why you might assume that if you don’t have a lot of experience in software development, but it’s just not true. Making an engine moddable is mainly about planning for it during the design, and either building good tools for it or publishing the specs so other people can. (And for what it’s worth, while Creation Engine is moddable, it has enormous room for improvement in that area. Actually working with it can be a very frustrating experience.)
TachyonTele@lemm.ee 5 months ago
They already built their engine. That’s what Starfield is using.
DarkThoughts@fedia.io 5 months ago
lol, no.
Starfield is still using the creation engine, which is based on gamebryo, which they're using since Morrowind.
TachyonTele@lemm.ee 5 months ago
Correct. And they made a new version for Starfield. That’s all they’re going to use. Anyone that thinks they’ll ever switch engines is daydreaming.
WraithGear@lemmy.world 5 months ago
It would be nice if the game speed and physics interaction were not tied to a inconsistent variable such as frame rate. And it seems that the more they pile on the gambryo engine the less receptive to modding it gets. But i can also accept that the cracks in the games that grow over time may not be the engine, but Bethesda prioritizing MVP centric development over hammering out the problems. Modders are carrying an auful lot of load to even get the games running.
DarkThoughts@fedia.io 5 months ago
And the topic was about them making a modern engine.