Strange Aeons

There really is something to be said about reinventing the wheel.

It seems that every time a new game engine is created, it’s just recreating the same basic code that all the other engines already do. However, in my current project, it’s not a FPS, nor anything using fast camera movement most of the time.

A new engine was needed, one designed for a mostly static, but highly detailed scene. And it’s working out well. Normal game engines do not need to do mouse picking that converts to texture UV coordinates. I’m guessing that would have been a *severe* pain with someone else’s engine.