Kidding aside, sometimes it pays to wrap your own. At my company, we're building our own game engine, b/c we're creating games for an audience and situation that none of the existing engines support. We're actually filling a market gap, both with the game AND the (open source) game engine.
Still, while we do have to build a lot of things ourselves to meet the game engine's performance goals and minimum spec, we look for any solid, stable, open source libraries that can speed up our work. CPGF, Cinder, and pugixml are great projects! (One of our senior devs discovered we could scrap building an entire piece of the engine's stack as soon as he started looking into pugixml, so that saved a nice chunk of time.)
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Nice inverted advice, Viach.
Kidding aside, sometimes it pays to wrap your own. At my company, we're building our own game engine, b/c we're creating games for an audience and situation that none of the existing engines support. We're actually filling a market gap, both with the game AND the (open source) game engine.
Still, while we do have to build a lot of things ourselves to meet the game engine's performance goals and minimum spec, we look for any solid, stable, open source libraries that can speed up our work. CPGF, Cinder, and pugixml are great projects! (One of our senior devs discovered we could scrap building an entire piece of the engine's stack as soon as he started looking into pugixml, so that saved a nice chunk of time.)
I agree. In the case which you described, especially about filling a market gap, it's reasonable. Somebody just needs to build the tools first.
Great advice!