> files plus perhaps a runtime index.
The latter already adds a lot of complexity, especially if the application has to scale up or out. If scaling up, the index will increase in complexity and re-implement some clever algorithms that have already been solved by the other. If scaling out, you'll need some locking mechanism if multiple processes can write. It quickly becomes logical to switch to an established solution then.
But the choice becomes more logical then; if one picks a scalable database or whatever without knowing they're going to need it, that's a lot of wasted effort.
> - Most games would be better off with a bespoke game engine IMO, especially those made by small teams.
I disagree; writing a game engine, even for simpler "indie" graphics, requires specialized knowledge and a dedicated engineer, whereas with off-the-shelf engines, non-programmer / creatives can build a good game without in-depth knowledge. A small team needs to be especially careful with what they choose to spend their time and money on, and solving a solved problem like building a game engine is a huge investment. Even big studios struggle with this, see also the dramatic release of Cyberpunk 20something by long-time own-engine-building veterans CDPR. They're switching to Unreal for Witcher 4.
The latter already adds a lot of complexity, especially if the application has to scale up or out. If scaling up, the index will increase in complexity and re-implement some clever algorithms that have already been solved by the other. If scaling out, you'll need some locking mechanism if multiple processes can write. It quickly becomes logical to switch to an established solution then.
But the choice becomes more logical then; if one picks a scalable database or whatever without knowing they're going to need it, that's a lot of wasted effort.
> - Most games would be better off with a bespoke game engine IMO, especially those made by small teams.
I disagree; writing a game engine, even for simpler "indie" graphics, requires specialized knowledge and a dedicated engineer, whereas with off-the-shelf engines, non-programmer / creatives can build a good game without in-depth knowledge. A small team needs to be especially careful with what they choose to spend their time and money on, and solving a solved problem like building a game engine is a huge investment. Even big studios struggle with this, see also the dramatic release of Cyberpunk 20something by long-time own-engine-building veterans CDPR. They're switching to Unreal for Witcher 4.