It has an impressive feature list, including: "Cross-platform support using SDL 2.0 (currently runs on Windows, Linux, Mac OS X, Android, iOS, Raspberry Piv1.3 including other generic ARM boardsv1.6, and Webv1.4 with Emscripten toolchain)"
Just check Unreal's 2017 roadmap.
https://www.youtube.com/watch?v=WC6Xx_jLXmg
Edit: BTW there's a very insightful feature comparison from UE developer here: https://www.reddit.com/r/gamedev/comments/5wouuw/2017_featur...
Good luck with your project.
Tooling cannot be understated and most of our goal was to be a force multiplier on the majority of the team who actually do the creative work. That's what these engines bring and while hobby engines are nifty they're not going to be making strides into that space until they have a compelling tooling story.
Self imposed constraints can (and has in many cases) achieved the same thing.
From a technical perspective unity's tools are nothing special, however they work well for non technical users. In the same way UI/UxD for Linux has been a disaster understanding production needs is a complete different space that few engines get right.
> From a technical perspective unity's tools are nothing special, however they work well for non technical users.
They are nothing special even from non-technical perspective. I'm not saying they are complete crap or that they do not work reasonably, in fact I think they are so successful because they are so simple/average. Of course constantly crashing tool is not boosting your productivity. But simple tools are.
Look at old Unity UI - it was even worse than most open source UI. The new UI is a bit better but still there are open source projects at least equally good. Or animation graphs in Unity. They are quite simple and they have many issues, yet they enable users to do more creative stuff than UE.
Maybe you are thinking boosting creativity to work within the limits of the hardware? That's a different topic.
In my experience, vanilla Unity has better tools for creative out-of-the-box then many engines before it.
And as you say, UE and Unity seem to be optimized for artist-driven projects rather than coder-driven projects. Which, realistically, are always going to be the majority of commercial efforts, but coders often prefer code. I've written a (basic) 3D object modeller app, and I still can't work out how to use Blender.
I wanted to create a simple 2D game once, aiming for lot of platforms, including mobile and web. Most engines (I looked into Unity and Godot) produced just too heavy results for web. I ended up using Haxe/Flixel.
Anyway, I do not agree with all the stuff in the linked article. He was just used as an example for need of programmer-focused engines.
Personally, I think there are more important advantages of C++ over C, and operator overloading can get ugly FAST if you're not careful.
I created my engine for myself, I guess a lot of open source projects start with one person solving his problem/having fun. I open source it because:
* money is not everything, it might bring value to some people, but I doubt people would be willing to pay for it * even if it's open source it does not prevent me to earn money with it * I benefit from people using it - submitting patches, reporting problems, testing on different hardware * it can bring money in different ways * if I share my property (e.g. car, flat, computer) with somebody else, it limits my use "rights", if I share software, it limits me in no way
What is more thare are not really FOSS tools for game industry. There is GIMP or Blender, but most artists prefer commercial alternatives because they are arguably better. Tiled editor is pretty popular for 2D. But other than there is almost nothing. I would love to avoid implementing an editor/debugger for my behaviour trees, or visual editor for shaders, but there is simply no good FOSS for that.
Has the graphic design industry moved off Photoshop and Illustrator? Has video editing moved off Avid, Premiere, et. al.? Have Windows devs abandoned Visual Studio?
Many of the tools I use daily on our customer projects are proprietary.
And as for Unreal...
I mean... just look at the screenshot of the OP. That needs some pretty serious work. :-/
In general I agree with you - but saying that "you should use Unreal/Unity" on every project is not the right answer in my opinion.
It looks nice.