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The reason for this all-encompassing effort, I believe, is that it gives the Developer everything they need to get started and get rolling .. while at the same
by torpor 16y ago
The reason for this all-encompassing effort, I believe, is that it gives the Developer everything they need to get started and get rolling .. while at the same time giving the Artist everything they need to get started as well. It doesn't matter what engine you use, if you've got Art assets that don't jive with what your engine expects, then you've got a massive, extraordinary headache, as a Developer.
Also, the point of having yet another accelerometer/input suite is platform compatability .. these engines aren't very useful if they restrict you to a single platform, so they go for as many platforms as possible .. well all of these platforms have to have a common input method, and thats why the engines have to account for it - so that a developer can target the Engine, not the Platform, and benefit from having all these other target architectures available to them ..
Disclaimer: I've built my own 3D engine for use on Android/iPhone/Plaszma/Linux-AngstromOE environments ..