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It's not an engine, it's an API (vulkan) and there's been a big, but not particularly successful push to make Vulkan the industry-standard API. It has tons of advantages such as ease of multiplatform port, very low hardware overhead, excellent innate multithreading support. But it also comes at a pretty steep cost, the main one being, at least on an engine level, your programmers need to be like, "REAL" programmers, not some Github or Python script scrub. If you want to build an engine in Vulkan, you really gotta do some Hackers level programming.
The big boys like EA, Activision, Ubi Soft, etc, shouldn't have a problem attracting folks that can handle that sort of thing. Hopefully Vulkan picks up momentum, because it runs better/looks better than any recent OpenGL title I can think of.
So real developers don't use Git? And here I was thinking ya'll just ripping code off stack overflow are the elite club :P
Bethesda announced long ago when they bought id software that they were gonna limit usage of id tech to only Bethesda/Zenimax published games. Some of the other Bethesda owned studios have taken id tech and changed it for their game over the years with mixed results (Dishonored 2, Evil within 1 & 2), of course Wolf uses it as well but in that case its not nearly as heavily modified
Engine != API
But still a massive shame. All those IDTech / "Quake" engine games back then. Q3 engine <3
When did I say Vulkan = the engine. I specifically said "id tech" which is the name of the engine not the API
Just saying. Vulkan might be dope (the point of this thread) but if you can't build a decent engine ontop of it that'll not do much for ya.