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Probably because most of their logic is locked in "no code" systems, such as Unreal's blueprint or as Unity component data.

A well- and hand-written game is easily portable, see the original Doom, where separation between core logic and side effects, such as drawing in a screen, is clear. Actually, this is a good architectural model for all types of software.



An interesting example of someone who structured their game in a way that was easy to port is Caves of Qud. Supposedly he got it from Unity to Godot (after the pricing fiasco) in a pretty short amount of time.

https://www.reddit.com/r/gamedev/comments/16lphwe/caves_of_q...




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