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by kd5bjo 2822 days ago
Questions of this kind often boil down to specifics, as the various competitors all have strong and weak points.

As such, It will be hard for anyone to answer meaningfully without more context: What kind of game do you want to write, what skills do you currently have, what do you want to learn from this project, etc.

1 comments

We are the team of developers, actually and we are trying to create game like Dual Universe but more in a fantasy world...
Surely the best engine in this case is that one that your developers have the most relevant experience in? Unless you want to add the challenge of learning a new workflow on top of actually building a game.
I second the other comment. The best engine is going to be the one your devs are familiar with. And if nobody on your team has any prior experience in any engine, that's a huge problem which makes the risk of failure much bigger.
The main advantage of using Unity is its out of the box support for multiple platforms, and garbage collected runtime, other than that it's slower, and graphics are on the ok-ish side (the best looking Unity game i've seen is Battletech), and i'm not sure about its open-world capabilities (Firewatch and The Long Dark world sections were rather tiny), possibly there's a way around it.

It seems that Unreal Engine is a better choice (Mass Effects, for example), but its pure C++ (with lua scripting), which means x3-4 as much of code, and trickier interoperability.

I dunno, tough choice. Good luck with your project!

I don't think graphics are only engine related. This game was made with unity and it looks awesome

https://store.steampowered.com/app/261570/Ori_and_the_Blind_...

Yeah, nice assets can really make a difference, the thing is you can pull twice as much polygons in the same scene with Unreal Engine (oversimplyfing)

http://dcgi.felk.cvut.cz/projects/pacman-benchmark/thesis-co...

I would really like to see some more recent tests as Unity before the 2018.x releases had a "ux/easy of use/developer first" approach but they did significant improvements on rendering quality and efficiency on the 2018.x versions.
Technically, they're wrapping a native library, so it's possible to create a benchmark where there's no performance gap whatsoever. The bottleneck is at the intersection of the runtime enviroment with the library, which makes comparison difficult.

FWIW it's a good piece of code, and i like it.

Not related to the engine, but this one has also some awesome soundtracks.

Album on bandcamp, but feels much better in the game: https://garethcoker.bandcamp.com/album/ori-and-the-blind-for...

Don't forget that Unreal has Blueprints. You could practically finish an entire game on blueprints alone! I recall that The Solus Project was almost entirely blueprint based.
There is no out-of-box support of Lua in UE4.