Pack the solutions that you are reusing often into a libraries, make them open source and link to your homepage. Write articles about how you have solved this and that in your game - put ads around - be it adsense or links to your other byproducts. Sell your obsolete assets if their quality has some selling potential. This is a natural way to develop things that are really in demand - because if you are going to write a tool - it means that there are no other tools that meet your requirements.
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Make a game and sell the tools that you've created to assist you in the process. You first need to get that itch, then attempt to scratch it, for both yourself, and everyone else.
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How to know that WHAT and WHY then? Well the only way is to have the experience of working on many diverse projects with different needs and requirements. Volumetric sky/cloud rendering: There's TrueSKY, and sure their videos and screenshots look gorgeous, but once you start using it it turns out to be quite buggy and their editor UI is clunky as hell.Īnd that's only a few examples, I'm sure there's more. NVIDIA WaveWorks while providing most of it, is very low-level, works only on D3D11, and hasn't been updated to a more recent version of UE4 in months. If you want nice looking water AND buoyancy simulation AND objects like boats generating dynamic waves AND surfaces getting wet. Water body simulation: Sure there are plenty of plugins on Unreal marketplace that claim to provide nice looking oceans/lakes but none of them are complete.
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Also, VR UI support is an afterthought in both Unity and Unreal requiring certain hacks or manual work for UI to work/look properly. Not to mention so called "serious games" which are often simulations built on top of game engines. Those UI systems are all right for small to mid-sized games with simple UI needs but there's definitely a need for something that will shine when developing bigger games with more complex UI requirements, like 4X strategy or economic base builders. Unreal's UMG is ok, but not stellar either. UI: I personally find Unity's UI system to be quite poor. What is definitely viable is to tackle specific problems existing engines, like Unreal or Unity, fail to solve or solve poorly.
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I don't think it's economically viable for a single person (or even small teams!) to develop a complete general purpose game engine anymore. What's important though is to know WHAT needs to be improved and WHY. Game development is far from a solved problem and we're in desperate need for better tooling.
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My personal opinion is that it's definitely worth-while.