Accidentally making a language, for an engine, for a game
It&#x27;s interesting that this phenomenon is much more prevalent in game development, as opposed to (for example) web development: some people build their own web development frameworks, but it seems like every game dev tries to make an engine at some point.<p>My theory why: good web frameworks consider developer experience to be of paramount importance, and invest heavily into examples, documentation, and API improvements. Unreal and Unity by comparison are unpleasant to work in. The UI is clunky, the examples cap out after a certain point of complexity, and community input is almost nothing when compared to the Django, Express, Rails, or language-specific ecosystems.<p>Anyway, I can&#x27;t say I&#x27;ve ever made it far enough down the rabbit hole to want to make my own language... but I know for me, the desire to make my own engine* has punctuated every attempt over the years to get better at both Unity and Unreal<p>*Acknowledgment that I might be partially disproving my own point, as I&#x27;ve tried to build both my own web framework, AND my own game engine... but I spent a lot more time on the game engine (<a href="https:&#x2F;&#x2F;github.com&#x2F;RobertTownley&#x2F;gamehook" rel="nofollow">https:&#x2F;&#x2F;github.com&#x2F;RobertTownley&#x2F;gamehook</a>)