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-8 points

This is true, and I vouch for gamedevs to first test other engines to see the differences.

Calculating for the future is extremely important in pretty much everything.

Also I wouldn’t say there would be performance issues, unless you somehow completely screw up coding and compiling said code.

Projects should work on top of a bottom layer, or translation layer as it’s sometimes called; game logic calls for functions from there, instead of directly from the engine. This is also important for code security.

_move_entity might be calling the proprietary unity_move_object with a different reg stack, but when compiled the performance should be +/- 0.

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5 points

The things you are suggesting are adding complexity and therefore cost.

It does take a higher level of expertise to adequately abstract away engine specific limitations and requirements.

It’s again an even higher level of expertise and therefore expenditure to account for performance issues with these abstractions.

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-3 points

Not untrue, but it helps to adapt your future projects if done in such a way.

It does require more expertise, and it takes more time, thus it’d have to be the first thing done for the project, not something you do after everything’s done already.

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