Given unity’s significantly easier systems for object handling and the way terrains are handled.
Ship breakers provides us with an opportunity -
provided this functionality isn’t locked down (That means not DLL formatting in areas required)
From looking at the little footage available, mechanics ain’t all that different from homeworld (obviously, deliberately so).
(So i’m almost certain others have thought about this.)
Disabling terrain, replacing skybox, and negating gravity physics
Gives us a platform to port homeworld assets and churn out mods like no tomorrow, with the added bonus of any default functionality from Ship breakers.
Also for those LUAHolics , A few LUA script interface are available - so no need for learning Unity C# (which is actually compiled into c++).
Plus : HLSL runtimes (and that other one *Vomit), including compute shader systems (which if anyone has been watching my work with Mjolnir will know: is pretty damn cool) (in homeworld context this would allow for many millions of particle renders)
Seems I have to spell things out a bit for some:
.yes DLL’S are used in unity on release; and would require disassembly, reverse engineering etc - which is why I said ’ provided this functionality isn’t locked down :’
.Yes moment/behaviour will be different, although again with unity: there are many options to negate this (please do some research) - it is NOT a great deal of work.
.No it would not be easier to make an engine from scratch: I don’t know where to begin with how much nope this is.
#EDIT UPDATE 1
Please do some research before commenting : it’s growing tiring correcting people’s lack of knowledge on how unity functions.