First of all I've worked with Unity myself and I know how nice it is. It's not the end-all-be-all of game development and it's not suitable for all genres.
Second, like someone else said, this is about a language - not a framework. Unity locks you into C#.
Third, the guy says himself 'I absolutely DO NOT mean to say "hey, you should use C too".'. He's not forcing you to write games in C, he's enjoying writing games in C and explaining why.
If you want to be a good developer, especially a good game developer, consider listening to people who have opinions and experiences different to yours and are willing to explain them. Evaluate their argument. Come up with a rebuttal, share your own experience, by all means - but don't be rude, aggressive, pompous, or a number of other things you are being right now.
This is why the games industry has a NIH problem. Not because people want to develop in C, but because every single dev has their own idea of what is right, what is wrong, and EVERYBODY ELSE is wrong. You want to fix the industry's NIH syndrome? You start by listening.
And as a sidenote, the guy didn't say "Why I'm implementing my own physics/graphics/sound/UI engine". He said he's using C. There's a lot of C libs for games. I don't know if you know this, but Unity isn't the first framework and C# isn't the first language.
When I first learned to program, I made some nice little fun apps, compiled them to executables, ran them, and sat back. But something wasn't right. I knew that the code I wrote was doing something, and I knew that it was doing what I told it, but I didn't know why.
What is in this binary executable that makes the computer print "hello world"? I started digging. I found assembly. I found disassembly. I got into cracking and exploits. SoftICE. Unlimited ammo in games. Patching. Sniffing serialzz in shareware. Etc etc.
My point is, if I had just been happy with
printf("Hello, world!\n")
and moved on, I wouldn't have the incredible understanding I do now for what goes on under the hood. I wouldn't know what an executable is, or how to bend it to my will. This knowledge has always been powerful for me.
Game programming is like this too. You can install Unity and make a basic game, hell maybe even make a few bucks off it. But what the hell is happening under the hood? What if you need to do something Unity isn't capable of? Where does that leave you?
Maybe some people want to just make a game and be done with it. But I like to know why what I built is actually working. It's worth the time it takes. OpenGL extensions, FBOs, triangulation, etc are all complicated and hard to understand, but once you know how it all works you know what's possible and what isn't, and you don't need a (proprietary!!) framework making that decision for you.
> What if you need to do something Unity isn't capable of? Where does that leave you?
I'm not trying to be glib, and I know that's not the answer you're looking for but it would leave them switching to Unreal or any other engine most likely, not going "down" the complexity scale.
Most of the time I've had "Oh shit, my framework can't do what I need" moments, it has been pretty far into a project and switching to something else isn't a viable option.
First of all I've worked with Unity myself and I know how nice it is. It's not the end-all-be-all of game development and it's not suitable for all genres.
Second, like someone else said, this is about a language - not a framework. Unity locks you into C#.
Third, the guy says himself 'I absolutely DO NOT mean to say "hey, you should use C too".'. He's not forcing you to write games in C, he's enjoying writing games in C and explaining why.
If you want to be a good developer, especially a good game developer, consider listening to people who have opinions and experiences different to yours and are willing to explain them. Evaluate their argument. Come up with a rebuttal, share your own experience, by all means - but don't be rude, aggressive, pompous, or a number of other things you are being right now.
This is why the games industry has a NIH problem. Not because people want to develop in C, but because every single dev has their own idea of what is right, what is wrong, and EVERYBODY ELSE is wrong. You want to fix the industry's NIH syndrome? You start by listening.
And as a sidenote, the guy didn't say "Why I'm implementing my own physics/graphics/sound/UI engine". He said he's using C. There's a lot of C libs for games. I don't know if you know this, but Unity isn't the first framework and C# isn't the first language.