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Re: Open Source - The future of Flashback - or the future of a new game[message #340044 is a reply to message #339776] Fri, 13 March 2015 12:39 Go to previous messageGo to previous message
SceenOfDeath is currently offline SceenOfDeath

 
Messages:28
Registered:December 2007
Location: Germany
Thank you for your comment Mauser.

I also think the most important part is the long term support and commitment from the core devs - or even the
people who made it possible with their help with assets and other stuff.

-> Unity and Unreal is easy to handle, both of them have it's benefits.
-> Both engines have a great community and it's still growing, (Unity have a bigger community right know)
-> Unity's Asset Store offers more nearly game ready (textures / static models) assets, Unreal have
much better quality but it's also expensive and there are only a few assets available compared to Unity.
(Yes, sxdemon posted some nice free assets, I guess there are more available)
-> Both engines are powerful in it's own way, Unreal is generally more powerful for big projects and it's mabye the better choice of it
-> I didn't searched for other peoples project yet
-> Both engines have it's modules - some of them are changeable like the AI in Unity.
-> There are many third party solutions for many problem for Unity. Even something like the Blueprints
(BTW: Unity offers prefabs, which is basically a class Blueprint in Unreal. Or a state machine like Blueprint behavior)

So you're right, it's important to choose the engine where most people are able to help.
It's possible with Unity and Unreal. Valve just released Source Engine 2 to public, and I think Crytek is going to do it later this year.

But the most efficient way without much effort is the way Unreal handels it.
It's easy to model (almost the entire world) as in Unity, but it comes with some nice other features.
Unity and Unreal are both popular.

[Updated on: Fri, 13 March 2015 12:43]

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