That's the meta game, where the author of the game enjoys building the game as its own game. Not productive if you're trying to ship a game, but definitely sounds fun.
That's the meta game, where the author of the game enjoys building the game as its own game. Not productive if you're trying to ship a game, but definitely sounds fun.
(I’ve been working on an unreleased unusable IDE for a little over ten years, but the end is in sight for me!)
Also, you only write what you need. Honestly I can never find a library that is good enough for what I want to do. Games have so many possible features that it's impossible to cover them all with good libraries.
So it's better to aim low, with simple enough features, and make them yourself so that it's tailored for your programming style, and for what you want to do. You're not reinventing the wheel (I'm not talking about making a graphics of physics engine).
Having made a physics engine is cool, but having a working physics engine that makes the product fun is also rewarding, and a shortcut to that reward can pay greater dividends on the time to get to the finish line -- or the likelihood of getting there.
Often the shortest path is writing something yourself, of course, and not everything has to be done for instrumental reasons -- a hobby project can be its own reward.
I try to take a counterfactual approach -- say I'd done Box2D first. Would I think a custom physics rewrite would make sense? It'd still be really fun to do, but would take time and likely move the product backwards. (Though of course that's unfair -- you don't know the Box2D thing will be successful in the first place.)
It's hard to stay focused on building a shippable product when you have no stakeholders. It's something I struggle with myself when I have 'build yourself a side-gig' time. At the end of the day, no one really cares if you fail.
You know... for customization and some obscure problem that one person ran into...