So do you think you can do a better job than the 120+ staff at Epic or the 500 staff at Unity? You say “improve directly on the engine source” so nonchalant, we were re-making things in Unity and it’s one of THE main reasons we left Unity. Because I have a team of 15 behind me and it costs a fortune whenever they spend time doing things outside the scope of the project. When a publisher is about to kick you across the room because you’re way behind on targets due to problems, then source is …
But I know what’s involved in the rest, trying to balance making a decent game whilst improving an engine is crazy and requires a lot of man power to do so. If it requires that many upgrades in the first place, it’s probably not the ideal engine to be using aye?
I wish it worked like you say it does in the commercial world, anything we needed we could just pop in sort it all via “de sauce codez” save the planet and be home in time for lunch.