And as you say, UE and Unity seem to be optimized for artist-driven projects rather than coder-driven projects. Which, realistically, are always going to be the majority of commercial efforts, but coders often prefer code. I've written a (basic) 3D object modeller app, and I still can't work out how to use Blender.
I wanted to create a simple 2D game once, aiming for lot of platforms, including mobile and web. Most engines (I looked into Unity and Godot) produced just too heavy results for web. I ended up using Haxe/Flixel.
Anyway, I do not agree with all the stuff in the linked article. He was just used as an example for need of programmer-focused engines.
Personally, I think there are more important advantages of C++ over C, and operator overloading can get ugly FAST if you're not careful.
I mean... just look at the screenshot of the OP. That needs some pretty serious work. :-/
I created my engine for myself, I guess a lot of open source projects start with one person solving his problem/having fun. I open source it because:
* money is not everything, it might bring value to some people, but I doubt people would be willing to pay for it * even if it's open source it does not prevent me to earn money with it * I benefit from people using it - submitting patches, reporting problems, testing on different hardware * it can bring money in different ways * if I share my property (e.g. car, flat, computer) with somebody else, it limits my use "rights", if I share software, it limits me in no way
What is more thare are not really FOSS tools for game industry. There is GIMP or Blender, but most artists prefer commercial alternatives because they are arguably better. Tiled editor is pretty popular for 2D. But other than there is almost nothing. I would love to avoid implementing an editor/debugger for my behaviour trees, or visual editor for shaders, but there is simply no good FOSS for that.
Has the graphic design industry moved off Photoshop and Illustrator? Has video editing moved off Avid, Premiere, et. al.? Have Windows devs abandoned Visual Studio?
Many of the tools I use daily on our customer projects are proprietary.
And as for Unreal...