TheRealDannyyy wrote:we'd still have more options if we'd roll with native engines.
No, I think in many ways it would be likely fewer. For every feature you'd have to find libraries that are compatible and work across all platforms (from iOS to Xbox One). For example, can you find a native WebSocket library that runs over all those platforms? Even if you can, should we depend on the possibly buggy third-party code and face the same criticism when something doesn't work? Or do you expect us to do the laborious work of writing cross-platform libraries which we maintain ourselves, when we get this for free with a browser? The key point is as a small company, we don't have the resources to maintain all those libraries ourselves - and I believe we got to where we are today specifically because we didn't get dragged down in to all that extra work. I'd point out there are several similar-sized, or even larger and better-funded, competitors who appeared over the years and maintained multiple codebases, who are more or less irrelevant now because they couldn't keep up. That could've been us.
Colludium wrote:No. Otherwise Unity and UE4 devs would think native export is overrated then....?
Well, I could change the comparison: most Unity devs write in C#, a garbage collected managed language. C++ may well be faster, closer to the metal, and smoother since there is no GC. Generally though, the difference doesn't matter, the higher-level managed language is good enough and the increased productivity is more important.