Earlier quoted context omitted.
It sounds like you don't like programming. I am in the process of writing my own language/IDE/compiler on the side of making games, and have already written a dialect of C# with a compiler that transpiles it to legal C# for use in the meantime. I would, in fact, love to write my own OS if not for the fact that proprietary hardware vendors make it virtually impossible for anybody to create a new OS that runs on consum…
It sounds like you're talking about making an equivalent of Super Mario from the 80s, but modern games are in fact much more complex. And no, just because people in the 80s enjoyed Super Mario doesn't mean it's the pinnacle of game design, and that there's no need to create anything more complex. > It took less than a month of work for me to get a polished cross-platform system working on five platforms. You simply d…
> You simply don't know where the bugs and performance pitfalls are because you haven't encountered them, yet.
What is your point? I profile my games and have detailed logging systems. If I or my users run into performance issues, I address them as I come across them. Understanding my codebase at a low level makes it significantly easier to dig into problems and investigate underlying root causes than anyone on Unity will ever be able to. If you use Unity, you are putting your complete faith that Unity has perfectly optimized X low-level problem away at the engine level. If they haven't, and you run into that issue in your game, you are completely fucked. I love being solely responsible for the defects in my games. That means I can fix them myself. The worst thing in the world in software development is when somebody else's fuck-up becomes your problem, and you can't fix it, so you have to implement some hacky workaround, if you can even figure out why the closed-source engine code you didn't write and can't read is behaving incorrectly to work around it in the first place. Sometimes that still happens anyways -- our hardware-OS stacks are built with tens or hundreds of millions of line of dogshit code, and you can't get around it if you want to create software for platforms people use, but you can at least remove as many dependencies on bad code you have no understanding of as possible.