- My concern is about choosing a game engine. Firstly I am not that great of a programmer, but I do have slight experience from programming in C#, Java and C++. What I am trying to do is a 3D game, an RPG-style, and I do not really expect it to finish within 1 or 2 year of period if really ever, but rather than doing some testings, and possibly building it a bit by bit.
- First of all, I would like to have a free license for developing stage / non-commercial product. At least now I do not plan on making money out of this, but then again I want to use engine, that actually does not require that much cost in case I would really want to release my product as commercial ( max 200e ).
- GPL-license is something I would really prefer not having. I like to keep it as open for as possible for gains of money and not having to release source code.
- For modeling tool, I was going to use Blender, so I would like to have good porting ability from blender to the engine. I don't honestly know if it is good idea to make objects called GAMEOBJECT_something in the blender scene, but that was kind of the approach I thought of making. In other words I would like to keep blender my world-editor at the same time as it would be the tool for modeling. Also I was thinking of having linked objects in the world, for example if there is a classroom, there would be table inside the classroom. Both of these would be separate blend-files, but having a link between them. I tried to use unity for this, but exporting to Autodesk-format made the file-size something like 7 megabytes. So every time I made small change, the Unity took about 2-3 minutes to recalculate normals, which I do not prefer doing. I then tried to modify the exporter from blender to just create points in fbx-files for the places where to add the desks in the classroom, but having to modify Unitys pipeline for importing fbx-files for it to work, I started to wonder, if I am already breaking the whole core-design of the Unity and thus it made me to check out other game engines.
- For physics, I feel like I do not need that much physical interactions. Probably some colliders, but probably no need for more special physics, like gravity, or things breaking down or boxes falling, etc. Surely if the engine can do more, all is plus for me.
- High compatibility with Blender. I doubt tho, that there is a single engine that can actually use the materials from Blender directly, but if there is one, this would be really appreciated feature.
- Programming languages to use: 1. C#, 2. Java 3. C++, although I do not really like to work with new/delete instead of having garbage collector. 4. Something else. I wouldn't really mind learning new programming language either, but I would prefer the language to be typed one.
- Good amount of tutorials, or at least easy to find ones. I prefer more of video tutorials than written ones, but anything goes.
- Easy to implement / use.
Engines that have caught my eye:
- Unity3D, this one I liked a lot, but as mentioned having to fiddle with the pipeline made me rethink about checking out other game engines.
- Irrlicht, not so sure if this is really an actual game engine or just more like framework.
- Panda3D, altho it seems to be fairly popular, finding tutorials for using panda, or examples of making games, seemed lot harder than the ones above.
- jMonkeyEngine not really sure about the speed of this engine, since its java, but maybe its a thing from the past only, that java is slow.
- XNA-framework, not really sure if I should go with a framework, instead of using full game engine. It might lack too much stuff, and needing to integrate with other things could cause lot of unneeded work.
- DX Studio, Apparently this engine recently became free to use, but I didn't really find that much information about it. Maybe it is not really that popular.
- UDK, somehow I feel like using something like UDK is a overkill for a small projects, and could lead to excessive amount of work.
- CryEngine3, the license of this product looks really odd, since there is no mention how much it actually costs if I would actually really want to make money out of the product.
Not really sure how well these fare/how good tutorials there are for the following engines:
- 3D RAD
Unity and XNA are the only engines/frameworks I have tested out. Unity seemed to have lots of tutorials, and it seemed really good to my eyes, just that it feels like once you decide to use it, you cannot really anymore change the engine. Also sometimes I feel like losing control of the game developing when using unity and for some things it feels like I would need to do brute force for them to work. For XNA it feels like I need to do tons of work for simple stuffs, and therefore I decided to look more advantaged game engines.
HiiriMember Since 11 Nov 2011
Offline Last Active Today, 11:06 AM
- Group Members
- Active Posts 11
- Profile Views 1,491
- Submitted Links 0
- Member Title Member
- Age Age Unknown
- Birthday Birthday Unknown