Why Linden Lab Is Building Its Own Engine for Sansar, Instead of Using Unity or Unreal

Inara Pey has done her usual excellent job of expertly summarizing last week’s Sansar Product Meetup, where the topic of discussion was why Linden Lab decided to build their own game engine for Sansar, instead of using an off-the-shelf engine such as Unity or Unreal.

So, rather than reinvent the wheel, I am just going to point to her blogpost, and tell you to go over there and read it all. Among the Linden Lab staff present at the meeting were:

  • Richard Linden, Sansar’s Chief Architect
  • Jeff Petersen (aka Bagman Linden), Linden Lab’s Chief Technology Officer 
  • Landon McDowell, Linden Lab’s Chief Product Officer

So you can get the scoop straight from the people directly involved.

While I think the reasoning for this decision is very sound, the unfortunate fact remains that since Linden Lab is a smaller company with limited resources, feature development will tend to lag behind off-the-shelf engines like Unity and Unreal, which have bigger development teams and lots of users. However, as mentioned in Inara’s notes, backwards compatibility of user-generated content (UGC) is a key issue that needs to be addressed in any successful virtual world. I still think that Sansar is on the right track.

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