That's the big reason. Getting new tools for the staff would mean having to learn themselves.
Pure laziness as far as I'm concerned but your information is very valuable and it explains a lot of what's going on. If I'm a single indie developer and can switch engines so can they, they've got no excuse. It's not just that this software is legacy, it's utterly deprecated by today's standards, moving from Unity to Godot for example with my own experience I was shocked at the amount of bloat Unity had by comparison. Even simple things like loading up the damn project took seconds by comparison and it was purely because of the amount of junk Unity has in it's back end. That's a whole other topic I rant about regularly though with regards to game engine choice.
I mean for fuck's sake, an example of a fantastic feature Godot has been looking at introducing is the idea of a drop down selection for multi-threading. This means you can have individual objects in the game running off separate cores as opposed to the first one with the click of a button instead of having to go into the code yourself and write up the multi-threading behaviour which is remarkable. I'm going to have to do some testing on it when I get my project properly playable.
Pure laziness as far as I'm concerned but your information is very valuable and it explains a lot of what's going on. If I'm a single indie developer and can switch engines so can they, they've got no excuse. It's not just that this software is legacy, it's utterly deprecated by today's standards, moving from Unity to Godot for example with my own experience I was shocked at the amount of bloat Unity had by comparison. Even simple things like loading up the damn project took seconds by comparison and it was purely because of the amount of junk Unity has in it's back end. That's a whole other topic I rant about regularly though with regards to game engine choice.
I mean for fuck's sake, an example of a fantastic feature Godot has been looking at introducing is the idea of a drop down selection for multi-threading. This means you can have individual objects in the game running off separate cores as opposed to the first one with the click of a button instead of having to go into the code yourself and write up the multi-threading behaviour which is remarkable. I'm going to have to do some testing on it when I get my project properly playable.