I am not an expert, but a good game engine takes care of resource management (images, sound, data files), rendering on a stable framerate, etc amongst other things, but has limitations. Unity, for example, is famous for its limitations if you are going for a larger game area or high Unit count games, due to several problems and because it´s closed source (it's a 32 bit floating point precision limits it's physics to a 10 km cubed space, so no big epic space battles.It's game objects that do not self pool, so you need to drag out the pool manager, pool-able component scripts for anything with object turnover rates. Even though it has an aging stuttery garbage collection system.The fact that the API still does not do multi-threading, even though it uses a modular component based scripting system and internally runs a multi-threaded jobs core.The vectors, transforms and quaternions that do not have a batch based SIMD powered or multi-threaded API.The lack of instancing even though it's been a common feature of DirectX and OpenGL since 2009.The lack of Mantle, DirectX 12 and Vulkan support being addressed but was not even on the Roadmap)
But I hope you are right, they can manage it with a "few lines of script" and we can have 6 party members.
Last edited by _Vic_; 12/09/19 01:44 PM.