neoaxis vs Unity vs TX3D vs irrlicht vs Visual3D
by Javier Canon · in Torque X 3D · 02/06/2010 (4:08 pm) · 7 replies
Wich is the best engine when you mainly need PRODUCTIVITY in a team of 2 programmers and 1 graphics artist? using c#...
About the author
On the bus again... :)
#2
Productivity, I'd say Unity would be your best bet. I haven't played with it much but I intend to, with a different focus to what I'm doing with TX3D.
02/06/2010 (9:20 pm)
I don't know of neoaxis, but irrilicht is a 3D graphics engine, not a game engine, and it's C++, they dumped their C# support years ago.Productivity, I'd say Unity would be your best bet. I haven't played with it much but I intend to, with a different focus to what I'm doing with TX3D.
#3
I'd also get more artists.
02/08/2010 (2:47 am)
Unity has even less documentation than Torque. Unity will only let you make web based and PC/Mac solutions, no Xbox Indie Games. I think that with 2 programmers and 1 artist you'll be happier with Torque overall. I have worked with both, they will both allow you to get stuff up and running quickly, but it's kind of a cheat, to really do what has to be done they both take time. I'd also get more artists.
#4
The best advice is to use the tool that you know best; and which best allows your team to fulfill their development targets. If you are looking at XNA, then TX and Visual3D are the only engines on that list that will suffice. None of the other ones will work with it.
If you are simply looking for a C# engine, then NeoAxis, TX, Visual 3D, and Unity all make use of C#. Regardless of the engine, you will still have to do a lot of programming to make your game. I like Unity's interface over NeoAxis, but NeoAxis also has a number of features that would require you to purchase a Pro license to Unity to access.
If you feel comfortable with black-box solutions and your game will not require any engine-level modifications, then Visual 3D, Unity, or NeoAxis are good choices. If you require the source code to add in third-party assemblies/libraries, then you will want to go with TX or irrlicht.
All of the engines listed are great solutions, but the question and possible responses are so widely generic that it is impossible to adequately or accurately assess it in a realistic fashion.
EDIT:
I missed the C# note at the end.
You will not want to look at Irrlicht since the .Net version is still an early alpha version.
02/08/2010 (11:10 am)
These discussions are extremely subjective. It really depends on what you are trying to accomplish and what your final targets are. It also depends on your development experience.The best advice is to use the tool that you know best; and which best allows your team to fulfill their development targets. If you are looking at XNA, then TX and Visual3D are the only engines on that list that will suffice. None of the other ones will work with it.
If you are simply looking for a C# engine, then NeoAxis, TX, Visual 3D, and Unity all make use of C#. Regardless of the engine, you will still have to do a lot of programming to make your game. I like Unity's interface over NeoAxis, but NeoAxis also has a number of features that would require you to purchase a Pro license to Unity to access.
If you feel comfortable with black-box solutions and your game will not require any engine-level modifications, then Visual 3D, Unity, or NeoAxis are good choices. If you require the source code to add in third-party assemblies/libraries, then you will want to go with TX or irrlicht.
All of the engines listed are great solutions, but the question and possible responses are so widely generic that it is impossible to adequately or accurately assess it in a realistic fashion.
EDIT:
I missed the C# note at the end.
You will not want to look at Irrlicht since the .Net version is still an early alpha version.
#5
02/08/2010 (8:06 pm)
thanks guys, ill check the engines, i post in general forums some questions before make my decision...
#6
Henry, what planet are you living on? Have you even looked at the TorqueX 3D docs? From what I can gather you are more focused on TX2D, in which case yeah, the docs are reasonable and the editor works, but TX3D is a different beast completely, it doesn't even have a working world editor.
Unity's docs are far superior in quality and quantity
02/08/2010 (8:56 pm)
I'd have to second what David said, the choice is subjective.Henry, what planet are you living on? Have you even looked at the TorqueX 3D docs? From what I can gather you are more focused on TX2D, in which case yeah, the docs are reasonable and the editor works, but TX3D is a different beast completely, it doesn't even have a working world editor.
Unity's docs are far superior in quality and quantity
#7
With either 2D or 3D you cannot expect the editor to just pop out a game.
Go read the Unity forums, they say the same thing people say here. On top of that I don't have access to the source with unity to even find out what so many of those sparsely documented things do.
02/10/2010 (12:02 am)
The issue is that 2D and 3D were separated, what applies to the 2D engine for the most part applies to the 3D engine. The 2D and 3D engine share the torque core, the component structure etc. With either 2D or 3D you cannot expect the editor to just pop out a game.
Go read the Unity forums, they say the same thing people say here. On top of that I don't have access to the source with unity to even find out what so many of those sparsely documented things do.
Torque 3D Owner Sean H.
Neoaxis and TX3D are more robust but youll get more done sooner with unity.