GitHub is filled with these because it’s always easier to make an engine than a game. You play with the fun tech and make the graphics engine. You never make any tough tradeoffs because you don’t have a target to aim at.
When an engine becomes useful is when it has to make a game. All your abstractions tend to get rearranged and hard decisions are made.
Having spent a couple decades making engines that did ship games, now I spend a fair bit of free time helping noobs make engines even though statistically nearly none of them end up shipping games.
Making a game engine is a fun and highly-engaging means to learning high-performance programming. Yes, it would be better if you also were able to invest enough to ship a game. But, don't let the infeasibility of that goal stop you from learning and having fun.
It's easier to throw yourself into a programming project as a programmer than learn completely new skills: art, design, music. Instead the fantasy is that either the game engine is so great people will come make games, or the game engine will support something so radically different the programmer art gets ignored (see simulation games like Minecraft or Factorio). I'm convinced that's why there are so many engines with no games.
Its a nice portfolio project. A toy renderer (at least, when the job market wasn't so dearth) leading to a thesis or an engine programmer position at some AAA studio is a very worthwhile tradeoff.
The skillset and ontent is also just different. You don't see games on github (publicly) because they are being made for sale. Very few engine projects are serious commercial projects. I think I'd be safe to say that a commercial engine is harder than making a commercial game. Especially since Unity and Unreal have mindshare and are free to start and learn with.
It's true. Code-hosting sites generally do host more coding projects than artwork, asset, and design projects.
I usually look for games on websites like Itch.io. You might want to try that if you're having trouble finding websites that have games on them.
Making a game with Godot or Unity is much easier than making an engine.
> it’s always easier to make an engine than a game.
It could just be different interests. The kind of person who makes a game engine is a technical optimization-focused tech-focused person, sort of like a mechanic. In order to make a game, you have to deal with softer concepts like "is this fun" which is more like a designer/artist. Game studios need to bring these people together, but in the FOSS world the mechanics are happy to spend their time building an engine that runs beautifully without concerning themselves with the art side of things.