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3D Engines Comparison

Canardian

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RankNameOpenGL SupportBasic Dynamic ShadowsFull Dynamic Shadows256+ Dynamic LightsRealtime GIOGG SoundsC/C++ SupportRealtime ScriptingSource Code IncludedEntity Based SystemLow End SupportHigh End SupportPhysicsOpenGL CommandsRealtime EditorCross-PlatformNetworkingPrice under $1000TotalScoreImportance151016141211332471117568091Leadwerks EngineYesYesYesYesNoYesYesYesNoYesNoYesYesYesYesNoYes200142Max3DYesYesYesYesNoYesYesNoYesYesNoYesYesYesNoYesNo0133CryENGINE 3NoYesYesYesYesYesYesYesYesNoNoYesYesNoYesNoYesNo124Unity ProYesYesNoNoNoYesNoYesNoNoYesYesYesYesYesYesYes1499115Xors3DNoYesYesYesNoYesYesYesNoYesYesYesYesNoNoNoNo100116Chrome 4NoYesYesYesNoYesYesYesYesNoNoYesYesNoYesNoYesNo117TorqueYesYesNoNoNoYesYesYesYesNoNoYesNoNoYesYesYes1000118EsenthelYesYesYesYesNoYesYesYesNoNoNoYesYesNoYesNoYes7000119Ogre3DYesYesNoNoNoYesYesNoYesNoYesYesNoNoYesYesNo01010IrrlichtYesYesNoNoNoYesYesNoYesNoYesYesNoNoNoYesYes01011Flow3DYesYesNoNoNoYesNoNoNoYesYesYesYesNoYesNoNo50912C4 StdYesYesNoNoNoNoYesNoYesNoNoYesNoNoYesYesYes3509133D Game Studio A7NoYesNoNoNoYesYesYesNoNoNoYesYesNoYesNoYes199/899914MiniB3DYesNoNoNoNoYesNoNoYesYesYesNoNoYesNoYesYes80915Ninfa3DYesYesNoNoNoYesNoNoYesNoYesYesYesNoNoNoNo0816Truevision3DNoYesYesYesNoNoYesNoNoYesNoYesYesNoNoNoNo150817Nuclear FusionNoNoNoNoNoYesYesNoYesYesYesNoNoNoNoNoYes59718Blitz3D SDKNoNoNoNoNoYesYesNoNoYesYesNoNoNoNoNoYes100619Blitz3DNoNoNoNoNoYesNoNoNoYesYesNoNoNoNoNoYes1005More rows and columns still coming... You can suggest what other engines you want on the list, but please provide the column infos, as I own/know only these engines. I'm more interested in higher rank engines though, as there are tons of lower ranks engines on the market, but I will still add low rank engines too, if I got all info for them.Explanation of the columns and their relevance:OpenGL Support: This feature is important for people who want to make cross-platform 3D development.Basic Dynamic Shadows: Basic or incompletely implemented Dynamic Shadows. Some engines don't have point light shadows, some have only stencil shadows.Full Dynamic Shadows: This means that all lights cast realtime shadows on all 3D objects, including self-shadowing, which means that a 3D object casts also shadows on it's own surfaces, and not only on other surrounding 3D objects. Also PoM shadows (=shadows from 3D textures) are needed to qualify as a Full Dynamic Shadows engine.256+ Dynamic Lights: This is only possibe with deferred rendering capable engines. The alternative to deferred rendering is forward rendering, which allows only around 128 dynamic lights (using a 128 buffers hack) due to color overburn and too low performance if you go above that. However, in most cases only 4 or 8 dynamic lights are used in forward rendering engines.Realtime GI: Realtime Global Illumination means light bounces, color bleeding and specular effects in realtime.OGG Sounds: The Vorbis OGG audio compression format allows high quality sounds at low file sizes and streaming. Also licensing issues are important for 3D application development, where the OGG format provides a GPL free license.C/C++ Support: The C and C++ programming languages have been the de facto standard for industrial computer software engineering since 1972 © and 1978 (C++). The support for external standard libraries is huge, and thus saves companies a lot of time and money when developing computer software. They create also the fastest applications.Realtime Scripting: The engine can be controlled using a script language, and scripts can be changed on the fly.Source Code Included: The engine comes with its source code. Many engines have also a seperate Source Code license, which can be very expensive.Entity Based System: This means that everything in the 3D world is a 3D Entity (sounds, cameras, models, pivots, lights, emitters, etc...), which can be controlled with the same commands like MoveEntity, ScaleEntity, TurnEntity, HideEntity, ShowEntity, etc...Entity Based Systems provide an easy learning curve, and powerful operations with simple commands, since no academic 3D matrix math is needed to be learned by the user.Alternatives to an Entity Based System is a Node Based System or a Tree Based System.Low End Support: This means basically that the engine can run with any existing graphics card.High End Support: This means that the engine supports modern AAA 3D technologies, and requires a SM3/SM4 capable graphics card.Physics: The engine has physics built-in and integrated.OpenGL Commands: The user can freely program in OpenGL language on top of the engine's 3D rendering. This is normally needed only for special purposes, like for example drawing 3D lines in the 3D space. Usually the engine renders 3D graphics much faster due to its internal optimizations.Realtime Editor: The engine has a native or 3rd party with plug-ins 3D Editor which shows the results of editing in realtime.Cross-Platform: The engine runs natively at least under MacOSX or Linux.Price under $1000: A point is given if the engine costs $1000 or less.

 

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  • Blog Entries

    • By reepblue in reepblue's Blog 5
      There has been some discussion regarding on how to set collision shapes for your models. For 95% of models, you should be building shapes with the Model Viewer as described here. In some cases, the model artist might want a custom shape to be made. In this post, I'll be going over how I import models into Leadwerks, and building custom shapes.
      A few notes first. I use Blender; Blender 2.79b to be exact. I haven't get got the hang of 2.80 and until the new engine's art pipeline is fully online, I don't see a use for it. Leadwerks 4 uses Blinn-Phong rendering so the PBR stuff makes no sense for Leadwerks 4. So for this, I'll be posting screenshots from 2.79b. I should also mentioned that a feature I use in my process isn't present in the Linux build of the editor, which is the collapse tool. (Tools->Collapse). Doing the collapsing via a terminal will cause the models to crash the editor. This seems to be a known bug, as you don't see that feature in the Linux editor.
      Lets say you created a tube model such as this one and you want the player and objects to go into the tube:

      If you tried to make a shape doing the Concave settings, not only it'll be really slow to generate, but the results will not be good. We could make a shape based on the wire frame, but this is a high poly model. What we need to do is make a new mesh, import both models  to the editor, collapse them both, build the shapes for both, and delete the low poly model while making the high poly read the low poly's generated shape.
       
      First to get it out of the way, apply the scale and rotation of the model. This will make Y forward and the scale will be (1,1,1) when you import it into Leadwerks.

       
      Next we need a low poly model.

      This is the same proportions as our high poly. Apply the scale and rotation as the same as the high poly. I also set the max draw time to solid, but this is optional.

      Next, name your High poly and the low poly you're going to be using for the shape appropriately.

      Now lets, export each object as a FBX. For this my high poly is going out as tube.fbx, and my low poly shape is going out as tubeshape.fbx. Here are my export settings:

      If you saved the files in a Leadwerks project while the editor was opened, the editor would have auto convert the files to the .mdl file format. Open the high poly model (tube.fbx) and first collapse it and give it any shape. (Give it a box shape to save time.) you need to assign a shape to the high poly so the mdl file is linked to a phys file. Do the same with the low poly, but you're gonna set the shape as poly mesh.


      Close the model viewer, and then go into the directory where the models are placed. We are now going to delete the box shape of our high poly, and trick it into loading the low poly shape by renaming the shape file of the low poly to be what the previous shape of the high poly was. In other words, we are making tubeshape.phy into tube.phy.
      Before:

      After:

      Notice the time stamp and the size of tubeshape.phy from before being the same as tube.phy in the after screen cap. This should be your end result.

      Notice that the shape isn't sold but now a tube. Objects can go into the tube with no issues. Now, there is another way that uses limb names to generate physics automatically. However, there are a lot of issues I came across using this method such as the shape not being parented to the model when the model moved via physics or a joint. With this way, you have a custom shape, the model is optimized because it doesn't have any children nodes, and everything is clean and tidy!

       
    • By 💎Yue💎 in Dev Log 5
      The prototype is finished, and the mechanics of the game can be given way.  It has established a desert terrain in the form of dunes, this implies that there are no cannons or anything similar, because Leadwerks does not allow a terrain to cast shadows on that same terrain and this looks visually rare.
      So the terrain is like low-slope dunes. On the other hand, I think the texture of the terrain is already the definitive one, with the possibility of changes and suggestions on the part of those involved in this project.
      On the other hand we have taken the model of a habitat of the nasa, which certainly looks very nice. 
      The next steps, are to establish the starting point of the player, this must start near the capsule return to Mars somewhere on the map of 2024 x 2.
      And think about the first thing you should do, repair your suit? Seek a shelter? things like that.  


    • By 💎Yue💎 in The shock absorbers 2
      It's interesting that when you become an expert on something, you're not sparing any effort to see how something works, but rather you're focusing on creating something. And so everything becomes easier.
      At this point of learning there is a glimpse of a low idea of creating a game, but the secret of all this is to keep it simple and to be very clear that a game is a game, and not an exact simulation of the real world. For example anyone who has a low idea of the red planet, will understand no matter the colors of the scene that is a terrain of Mars, even if it is not very real what is transmitted, a game, that's just it.
      At this point I already have an astronaut character who runs from one place to another on a very large 4096 x 4046 terrain that would surely take a long walk. My previous prototype projects involve a vehicle, but I didn't get the best implementation prospect in that time and I always found performance problems in my machine, something that isn't happening with the character controller for a third person player. 
      As always, I think I'm a scavenger looking for game resources, that's where this community exposes links to websites with interesting hd textures, and one or another model searched on the net, but what I've greatly improved is learning to write code, I have a better workflow, writing Lua code focused on the paradigm of object programming.



      Something interesting is the system of putting rocks, all very nice from the point of implementing them. And it works very well with the character controller if you put collision in cube form.
      I've been thinking about implementing a car system, I think it would be necessary in such a large terrain, but I think it's not the time, my previous experience, involves deterioration in performance and something I think is the physics of the car with respect to the terrain and rocks that in the previous project involve deterioration in the fps. Although if you implement a car would have an option would be to remove the rocks, but I prefer not to have a car and if you have rocks. 
       
       
       
       
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