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Unity vs Unreal Physics for driving game

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Hey guys! Could you say which one of this engine would be a better choice for a driving type game. Which is more friendly to physic twining? 

 

Best Regards

Edited by Eluoci

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I could be wrong, I don't use Unity, but don't they both use the same PhysX engine?

 

Unity and Unreal is very similar with Unity mostly targeting indie and smaller developers, while Unreal offers all the powerful tools and expects you know how to use them.

 

Unreal offers more versatility from the get go and this means there is a lot more switches and buttons making it harder for new developers.

 

 

Personally I recommend Unreal over Unity in most cases, however it will depend on what you want from you engine.

Unreal is free so give it a try.

Edited by Scouting Ninja

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Depending on the type of driving game, you'll be writing a lot of the vehicle physics yourself, and just using the underlying physics engine for collision detection and integration.

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As others have said, both use the same underlying base 3rd party libraries.  What I think personally is a selling point for whichever engine you chose, would be how you personally would enjoy using the engine and all the tools that come with that engine.  Online documentation and forums are a big seller for me when working with big engines, so you might want to investigate how well the support would be for that engine.  Also, it would be nice to look at some demo games from people that have made those style of games on whichever engine you chose, and get some feedback from them.  

I personally find the R&D phase of game development to be one of the most exciting phases, so I tend to take my time and try to gather as much useful information as possible before neatly laying it out.

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both are using PhysX... none of them gives you a very realistic physics setup without a lot of manual tweaks.

 

I fought with PhysX 2.8 in Unity 4... the newer version of PhysX in both engines is not really better. Either you are happy with very basic physics, buy a more advanced physics package specifically tweaked for racing games from the asset store (don't know if there are any for the Unreal engine though), or you will have to do a lot of manual tweaking.

 

As too which engine is better... well, both are about equal in features, Unreal MIGHT win out on performance in high-end PC settings, but Unity wins out in Editor usability and documentation quality (though this is really subjective). None of both really is superior for any kind of game.

 

Good news for you is: both engines are free. As of now, yes, that includes a fully featured version of Unity 5. If you pass a certain threshold in earnings, want to remove the Unity splash screen at the start of your game, or access to a dark UI for the Editor (yes, really :)), you will need pro (or you soon will get a cheaper option with the Plus sub). Apart from that, you get everything important with the free version.

So why not download both, and give both a spin? See which you personally like better? I heard some people that liked Unreal Engine way better than Unity, others (me included) expierienced the exact opposite reaction. Only you can answer which is the right engine for you.

Edited by Gian-Reto

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Depending on the type of driving game, you'll be writing a lot of the vehicle physics yourself, and just using the underlying physics engine for collision detection and integration.

 

 Yep, depending how how realistic you want to get you will be down and dirty creating models for suspension systems, tires (heat, grip, air pressures etc)

 

In fact the most important bit of physics in a driving game is the tires as in the end you are "stuck" to the road by 4 very small surfaces that interact with the road surface in very subtle ways

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