Chris Benjaminsen · Entrepreneur, Developer, Workaholic.

Hi Chris, Thanks for the interesting post on which tools your use. Have you considered open sourcing or selling licenses to your XS5 Game Engine? And what were the critical features that made building your own game engine worthwhile it terms of production time, when there are already many established commercial html5 engines out there? Cheers, Frederik

8 January 2016

Hi Chris, Thanks for the interesting post on which tools your use. Have you considered open sourcing or selling licenses to your XS5 Game Engine? And what were the critical features that made building your own game engine worthwhile it terms of production time, when there are already many established commercial html5 engines out there? Cheers, Frederik

First, I think it’s very important to note here that almost all of the heavily lifting in the XS game engine is currently being provided by Pixi.js. Likewise I would not recommend others to write their own game engine unless they have very long term plans for it.

While it’s now a competitive advantage for FRVR to have a game engine that is deeply integrated with mobile wrappers, it has been a lot of work, which had likely been better spend on actually making games. 

When that is said, the XS game engine is now solid to the point where I am fairly confident that I am able to build 12 new games on-top of it in 2016 without working to much.

As for open sourcing the engine, I don’t see that happening as it turned out to be the most valuable piece of software FRVR owns. Likewise making it available for licensing to 3rd party’s would require me to spend a lot of efforts building up that business, something I don’t see as the best use of my time.

When that is said, I am working on some big announcement around FRVR that will result in giving other people access to the tech. Stay tuned ;)