Yes, and here’s the thing that Unity & Co. really have to fear: “Okay, if your developers can’t do it, I’ll do it myself!” Uh oh.
In about two years’ time, so I am told, one developer created Armory3D, integrated it into Blender, developed simplified renderers that achieve FPS, and built the whole thing using Haxe and foundation classes such as (his) Iron and Kha. Then, after making peace with the finances, he put the source-code on GitHub. That’s a tremendous achievement, and it points the way to a genuinely open-source, cross-platform game engine that isn’t beholden to the proprietary notions of a single company and its stable of paid closed-source developers. It also fairly suggests what could be done if many more developers were involved – witness Blender itself.
What I see in the fairly near future is a not- proprietary game engine that has developed to become technologically superior, and more adapted to other platforms which Unity et al do not now serve. And the cynic in me idly wonders if their investors might be thinking the same things, too. (But please note that these are just my opinions, worth the pixels they’re printed on. I have nothing to lose nor to gain.)
No one’s going to make Pixar change the tools they use to make multi-million dollar movies, but games are really a much more “lightweight” thing. Open-source engines haven’t promised distinct advantages – until now. If your business model survives on royalties, not sales, and someone comes along with something that is both royalty-free and better than yours, then you are officially in trouble. Courtesy of open-source.