If you can fund and build a huge skilled team for about five years, you can still catch up enough to cover some game genres competitively and expand from there. But how do you recoup these costs in a market that is now clearly in a race to hit rock bottom?
How so? Unity revenue is north of $500B a year, and I'd expect Unreal Engine to pull similar numbers for Epic annually.
If anything, as the gaming market expanded, these companies have made serious footholds in the revenue stream.
Is that 2x Apple's revenue?
They're making sales of over a billion dollars every day?
Epic (total) is in the ballpark of around $5B, but the engine alone - I estimate - around 1-5% of it, so also around $50M-$250M.
[1] https://investors.unity.com/news/news-details/2021/Unity-Ann...
The best quote I've seen comes from a comment on a feedback request thread [0] on the Unity Reddit, from andybak:
> It seems that everything that's working is deprecated and everything that's current is unfinished.
The features touted to be the "correct"/"current" way to use the engine are supremely half-baked, and the "old" ways are so inefficient and still buggy after all these years, that I have no words to describe.
I'm basically on the prowl to jump ship to Godot immediately when 4.0 arrives with the new renderer (the current release is not terribly efficient for 3D). It has its warts too, but at least it's architecturally sound, and the source code is very agreeable for someone not very familiar with C++.
[0]: https://www.reddit.com/r/Unity3D/comments/e5g5u2/top_5_unity...
I'm sorry (not experienced in graphics) but why would you need WebGL for a multiplayer? Can't you have a normal 3D renderer that has a connection to server?
It's not that you need to care about WebGL-the-technology for your networking, but that there are no provided tools to use, say, WebSockets, when creating games that will run on the browser.
Sure, you could use WebSockets through JS interop and create your own socket library encapsulating that, but it's hella annoying.
I know the devs say it's a major rewrite but... come on. You and I have both seen that code monstrosity before.