Chris Benjaminsen · Entrepreneur, Developer, Workaholic.

Manning up and taking my own advice

13 January 2015 #FRVR #startup #gamedev #indiegame

When I first started out on my hobby startup, my goal was to write at least two blog posts per month, equality talking about successes and failures. However with four months since my last update, I clearly failed to deliver.

It's not that I have not been working in the past four months, I have just not been working very much, made anything particularly interesting or had any easy to define success. 

Even worse, most of my development hours has been allocated towards rewriting my first game and the related basic components using PixiJS rather than my own engine.

Don't get me wrong, I love my engine! It has an amazing object structure, automatically handles resizing and allows for easy class inheritance via ExtendJS -- In other words it's written by me, for me, makes it easy to understand why I am so fond of it. 

However it's biggest advantage is it's biggest flaw -- it's written and maintained by me! This means that any bug, feature or performance update needed requires me to put man hours into it, rather than progressing with real work.

During the development of Solitaire FRVR it became obvious that the pure canvas renderer uses would never be fast enough to give a good experience in FireFox or older Android devices, I would therefore need to either add a WebGL renderer to my engine, or take a really hard choice and switch to something else. 

While rewrite on a new engine was likely more work than adding rudimentary WebGL support to my engine, it was clear at this point that maintaining and updating my own engine would require uncountable amount of man hours that could better be used building the real product.

In the end I finally manned up and took the advice from one of my previous posts. 

Do not write your own engine.

To not be a total waste, I will be releasing my own engine Divine as an open source project for others to be inspired by.