Jump to content

3D Engines Comparison

Canardian

930 views

Rank

Name

OpenGL Support

Basic Dynamic Shadows

Full Dynamic Shadows

256+ Dynamic Lights

Realtime GI

OGG Sounds

C/C++ Support

Realtime Scripting

Source Code Included

Entity Based System

Low End Support

High End Support

Physics

OpenGL Commands

Realtime Editor

Cross-Platform

Networking

Price under $1000

Total

Score

Importance

15

10

16

14

12

1

13

3

2

4

7

11

17

5

6

8

0

9

1

Leadwerks Engine

Yes

Yes

Yes

Yes

No

Yes

Yes

Yes

No

Yes

No

Yes

Yes

Yes

Yes

No

Yes

200

14

2

Max3D

Yes

Yes

Yes

Yes

No

Yes

Yes

No

Yes

Yes

No

Yes

Yes

Yes

No

Yes

No

0

13

3

CryENGINE 3

No

Yes

Yes

Yes

Yes

Yes

Yes

Yes

Yes

No

No

Yes

Yes

No

Yes

No

Yes

No

12

4

Unity Pro

Yes

Yes

No

No

No

Yes

No

Yes

No

No

Yes

Yes

Yes

Yes

Yes

Yes

Yes

1499

11

5

C4 Std

Yes

Yes

No

No

No

No

Yes

Yes

Yes

No

No

Yes

Yes

No

Yes

Yes

Yes

350

11

6

Xors3D

No

Yes

Yes

Yes

No

Yes

Yes

Yes

No

Yes

Yes

Yes

Yes

No

No

No

No

100

11

7

Chrome 4

No

Yes

Yes

Yes

No

Yes

Yes

Yes

Yes

No

No

Yes

Yes

No

Yes

No

Yes

No

11

8

Torque

Yes

Yes

No

No

No

Yes

Yes

Yes

Yes

No

No

Yes

No

No

Yes

Yes

Yes

1000

11

9

Esenthel

Yes

Yes

Yes

Yes

No

Yes

Yes

Yes

No

No

No

Yes

Yes

No

Yes

No

Yes

7000

11

10

Ogre3D

Yes

Yes

No

No

No

Yes

Yes

No

Yes

No

Yes

Yes

No

No

Yes

Yes

No

0

10

11

Irrlicht

Yes

Yes

No

No

No

Yes

Yes

No

Yes

No

Yes

Yes

No

No

No

Yes

Yes

0

10

12

Flow3D

Yes

Yes

No

No

No

Yes

No

No

No

Yes

Yes

Yes

Yes

No

Yes

No

No

50

9

13

3D Game Studio A7

No

Yes

No

No

No

Yes

Yes

Yes

No

No

No

Yes

Yes

No

Yes

No

Yes

199/899

9

14

MiniB3D

Yes

No

No

No

No

Yes

No

No

Yes

Yes

Yes

No

No

Yes

No

Yes

Yes

80

9

15

Ninfa3D

Yes

Yes

No

No

No

Yes

No

No

Yes

No

Yes

Yes

Yes

No

No

No

No

0

8

16

Truevision3D

No

Yes

Yes

Yes

No

No

Yes

No

No

Yes

No

Yes

Yes

No

No

No

No

150

8

17

Nuclear Fusion

No

No

No

No

No

Yes

Yes

No

Yes

Yes

Yes

No

No

No

No

No

Yes

59

7

18

Blitz3D SDK

No

No

No

No

No

Yes

Yes

No

No

Yes

Yes

No

No

No

No

No

Yes

100

6

19

Blitz3D

No

No

No

No

No

Yes

No

No

No

Yes

Yes

No

No

No

No

No

Yes

100

5

More 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 possible 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.

 

Source



0 Comments


Recommended Comments

There are no comments to display.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Add a comment...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Blog Entries

    • By jen in jen's Blog 3
      I thought I would share my experience on this; if you're working on Multiplayer, you will need to protect your packets. The solution is simple, let's go through how we can achieve this by implementing what Valve calls "challenge codes". (Some reading on the topic from Valve here: https://developer.valvesoftware.com/wiki/Master_Server_Query_Protocol#Challenge_response).
      Disclaimer: this doesn't cover other security techniques like authoritative server or encryption.
      So, I've worked on Border Recon last year (I think) and I needed a way to protect my server/client packets. There was no need for me to re-invent the wheel, I just had to copy what Valve has had for a  long time - challenge  codes.
      The idea behind challenge codes is similar to Captcha, but not exactly. Think of it like this: for every packet submitted to the server, it must be verified - how? By requiring the client to solve challenges our server provides.
      To implement this we need to have the following:
      A randomised formula in the server i.e.: a = b * c / d + e or a = b / c + d - e, be creative - it can be any combination of basic arithmetic or some fancy logic you like and can be however long as you want - do consider that the longer the formula, the more work your server has to do to make the computation.  Copy the same formula to the client. A random number generator.  So the idea here is:
      (Server) Generate a random number (see 3 above) of which the result would become the challenge code, (Server) run it through our formula and record the result. (Client) And then, we hand over the challenge code to the client to solve (an authentic client would have the same formula implemented in its program as we have on the server). For every packet received from the player, a new challenge code is created (and the player is notified of this change by the server in response). For every other packet, a new challenge code is created. (Client) Every packet sent to the server by the client must have a challenge code and its answer embedded.  (Server receives the packet) Run the challenge code again to our formula and compare the result to the answer embedded on the client's packet. (Server) If the answers are different, reject the packet, no changes to the player's state. The advantage(s) of this strategy in terms of achieving the protection we need to secure our server:
      - For every packet sent, new challenge code is created. Typically, game clients (especially FPS) will update its state in a matter of ms so even if a cheater is successful at sniffing the answer to a challenge code it would be invalidated almost instantaneously. 
      - Lightweight solution. No encryption needed. 
      Disadvantage(s):
      - The formula to answering the challenge code is embedded to the client, a cheater can de-compile the client and uncover the formula. Luckily, we have other anti-cheat solutions for that; you can implement another anti-cheat solution i.e. checking file checksums to verify the integrity of your game files and more (there are third-party anti cheat solutions out there that you can use to protect your game files).
       
       
       
    • By Josh in Josh's Dev Blog 4
      New commands in Turbo Engine will add better support for multiple monitors. The new Display class lets you iterate through all your monitors:
      for (int n = 0; n < CountDisplays(); ++n) { auto display = GetDisplay(n); Print(display->GetPosition()); //monitor XY coordinates Print(display->GetSize()); //monitor size Print(display->GetScale()); //DPI scaling } The CreateWindow() function now takes a parameter for the monitor to create the window on / relative to.
      auto display = GetDisplay(0); Vec2 scale = display->GetScale(); auto window = CreateWindow(display, "My Game", 0, 0, 1280.0 * scale.x, 720.0 * scale.y, WINDOW_TITLEBAR | WINDOW_RESIZABLE); The WINDOW_CENTER style can be used to center the window on one display.
      You can use GetDisplay(DISPLAY_PRIMARY) to retrieve the main display. This will be the same as GetDisplay(0) on systems with only one monitor.
    • By Josh in Josh's Dev Blog 1
      A huge update is available for Turbo Engine Beta.
      Hardware tessellation adds geometric detail to your models and smooths out sharp corners. The new terrain system is live, with fast performance, displacement, and support for up to 255 material layers. Plugins are now working, with sample code for loading MD3 models and VTF textures. Shader families eliminate the need to specify a lot of different shaders in a material file. Support for multiple monitors and better control of DPI scaling. Notes:
      Terrain currently has cracks between LOD stages, as I have not yet decided how I want to handle this. Tessellation has some "shimmering" effects at some resolutions. Terrain may display a wire grid on parts. Directional lights are supported but cast no shadows. Tested in Nvidia and AMD, did not test on Intel. Subscribers can get the latest beta in the private forum here.

       
       
×
×
  • Create New...