Should I use a Framework Engine or make my own

I’ve recently learned about frameworks like Knit or Nevermore Engine, and I was wondering if I should use this for a long-term project I am about to start. Or if I should modify Knit or make my framework and build upon it for whatever my project needs. I’m wondering about this because I want to know what suits my needs best for long-term development as I’m not knowledgeable in this topic.

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Let me ask you a few questions: does your game have very specific code or systems that require specialized implementations? Are you trying to squeeze every drop of performance you can get? Are you planning any game mechanics which may be very specialized or require unique systems to accomplish?

If you answered “yes” to any of those questions, you should probably code your own framework.

If not, then it’s probably fine to use knit or something.

Either way, do whatever you feel is best for your game. Ultimately it’s up to you, do whatever you think will be the best course for your project.

Best of luck!

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I’ve got a lot of unique systems and ideas in mind, and I think they can be implemented using Knit. Sticking with Knit is the plan—for now—and if it doesn’t meet my needs, I can either modify it to my liking or create a custom framework to override it. Thanks for your help; it really helped me make up my mind. I’ve been told to use Knit paired with Rojo, so I’ll try that out for the time being.

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The creator of Knit has said it shouldn’t be used, and I agree.

Make your own module loader. Give it lifetime functions like start() heartbeat(). That’s really all you need.

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