Earlier quoted context omitted.
Once you know how to do something, it’s easy to forget how much time and effort it took to get there. Making your own engine comes at a cost, and if you’re an artist or new to development, it’s a pretty high barrier of entry. Unity initially presented a good value proposition. You lose some control, but the engine will do a lot for you. Even for experienced devs this meant saving time. And I think Unity got this popu…
For context, it took me about a year of learning in my spare time to get to place where I could do my own cross-platform game engine, and some of that time was spent doing the code for the game itself. What exactly is the expectation here? Would it have taken that much less time to learn the little nuances of Unity that folks here are complaining about? Also for context, my full-time job is demanding, and I have a lo…
The moment you introduce another dev or artist or any individual that needs source access to work on your game, you'll probably have them hitting every pain point mentioned in the article and more. Why's your UI buggy (or does it even exist?), why's rendering this thing slow? So time is spent teaching them (and there's likely zero help on the internet unlike Unity/Unreal), or making tools/bugfixes to accomadate for them. i.e. less time on the actual game.
Hence the mantra: make games, not engines. If you like making engines, that's a good reason in and of itself to ignore that mantra. But if your goal is to make a game, then you shouldn't have to worry about the nitty gritty until it needs to be addressed.