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We are the team of developers, actually and we are trying to create game like Dual Universe but more in a fantasy world...
by OrphanDragon 8y ago
We are the team of developers, actually and we are trying to create game like Dual Universe but more in a fantasy world...
- SmellyGeekBoy 8y agoSurely 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.
- scrollaway 8y agoI 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.
- r41nbowdash 8y agoThe 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!
- calferreira 8y agoI 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_Forest/ https://store.steampowered.com/app/261570/Ori_and_the_Blind_...
- r41nbowdash 8y agoYeah, 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-compressed.pdf http://dcgi.felk.cvut.cz/projects/pacman-benchmark/thesis-co...
- esistgut 8y agoI 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.
- r41nbowdash 8y agoTechnically, 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.
- deleted 8y ago[deleted]
- cpv 8y agoNot 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-forest-additional-soundtrack https://garethcoker.bandcamp.com/album/ori-and-the-blind-for...
- chupasaurus 8y agoThere is no out-of-box support of Lua in UE4.
- lfowles 8y agoDon'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.