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The Best Game Engines

SlappingOysters writes "IGN has taken a look at the most impressive middleware solutions for the next generation of gaming, giving a detailed analysis of which engines are performing the best and which have the most exciting futures. It runs through the technical strengths of each engine, as well as how that translates into actual gameplay. It also runs through which software has and will be using each engine."

20 of 113 comments (clear)

  1. If only... by Anonymous Coward · · Score: 5, Insightful

    they had done the same with F/OSS and/or Cross platform game engines, the article would have been significantly more interesting...
    Most of the big commercial engines are pretty useless to those without a budget, or with a desire to target their favorite OS...

    1. Re:If only... by msormune · · Score: 2, Informative

      It takes a lot more than the engine to create a succesful game with 3D graphics. You need the story, and graphics (duh), overall design a a lot more. That's the problem with open source: It's pretty damn hard to find people to contribute to those. So you need the money anyway, not just for the engine.

    2. Re:If only... by msormune · · Score: 2, Insightful

      Many people who are skilled in graphics creation etc. do NOT have the open source mentality: They are not "geeks" who feel pride in taking part in such projects.

      Wouldn't it be a good idea to create a "open source graphics, sound and design" project in which people could contribute various objects needed in game design and graphics? Kind of like a 3D engine, but for graphics etc. only. But then there any such projects?

    3. Re:If only... by icebraining · · Score: 2, Insightful

      It's strange, 'cause there's a big modding community which provides tons of "full replacement" mods, with textures and 3D models, and there are many open source 3D engines. I think the problem is the lack of "middle" code, to provide a way to make a "mod" to the OS engine as easily as for most commercial games.

  2. And Valve is no where? by i_ate_god · · Score: 5, Insightful

    The Source engine is a great engine and the results frankly impress me a lot more than Unreal engine. Bioshock was an incredible game, but the look and feel of HL2 and it's subsequent episodes/tech demos were far more impressive visually.

    Not only that, but the Source engine is painfully easy to mod and is supported by a company that goes out of its way to encourage third party developers to use it.

    Frankly I'm disappointed that Source was not mentioned here.

    --
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    1. Re:And Valve is no where? by Canazza · · Score: 3, Interesting

      Source isn't really that good. Or rather, it's Graphics aren't that good... and that won't make for a lovely 'next gen' video

      I love Source, it's piss-easy to create content for, and there are shitload of 3rd party applications to speed up creation (Packrat, VTFEdit, and Milkshape from goldSRC - although Milkshape tended to SLOW creation at times :D)

      You get Source-only modeling tools in the shape of XSI Softimage, for free, which is awesome.

      Things like this is why Source is the biggest Modding platform ever, but that's also hurting it slightly in the main stream. All these amatuers creating sub-standard mods are giving Source a bad image (I can think of no mods that live up to Valves standards) and one of the few Commercial Source games released - Vampire Bloodlines - was riddled with bugs, and made a right mess of the lauded Source Facial Animation system leaving us well within the uncanny valley.

      Sin: Episodes was slightly better, and completly ignored (just as Sin 1 was overshadowed by the original Half-life) and all their dev team left for other jobs leaving the whole thing in limbo.

      Three of the most popular online games have been made in Source (Counter Strike Source, TF2 and L4D) and one of the most innovative and fun games in recent times (Portal) - most have been made by teams that started independant but became part of Valve.

      The curse of Source - Merge with Valve or Fail miserably.

      --
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    2. Re:And Valve is no where? by darpo · · Score: 2, Funny

      "...painfully easy..."

      I think you want a different adjective there.

    3. Re:And Valve is no where? by Chabo · · Score: 2, Informative

      Personally, I think Insurgency lives up to the standards of a commercial game... it has good graphics, plays very well, and often crashed until it was patched!

      What game released in the last 3 years hasn't had all three of those attributes (especially the third!)?

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    4. Re:And Valve is no where? by brkello · · Score: 3, Insightful

      Wow, that was a really long post to show you don't know the difference between artistic style and the underlying engine.

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    5. Re:And Valve is no where? by TheThiefMaster · · Score: 2, Insightful

      You complain about HL2 being brown and grey and then praise the aesthetics of Gears? You do realise that Gears is the ultimate in brown-and-grey technology? Right?

    6. Re:And Valve is no where? by PopeRatzo · · Score: 2, Interesting

      I expected to see a lot more games using the Source engine. Those games you mention have a great feel to them. I won't go so far as to say the movements feel "natural" but they don't get in the way.

      But the first time I played Far Cry, I was astounded. I'm not smart enough to know how much of the way the enemies work, or how the environment looks and feels, and how the physics of the games world work are because of the "engine" but there was something dramatically different in Far Cry. Compared to Far Cry, games like the (excellent) Fallout 3 or the so-so Call of Juarez (something called " "Chrome 4" engine) feel like you're interacting with the world through a Thai puppet.

      Whenever I play a game that really looks and feels and plays great, like Far Cry, I always expect that there will be a whole series of games based on that engine, which makes me happy because I think I'll be able to play all these games on my computer, which is at the low end of what you'd call a "gaming" computer. However, it never seems to work out that way. Far Cry was followed by the (also excellent) Far Cry 2, which had a remarkable story, milieu and character development, but sure didn't feel like the same engine. Plus, of course, it required an upgraded computer.

      You would think that a smart gaming company, after having used a particular engine to make a successful game, would want to put out a few more games using the same engine/with the same system requirements, in order to sell to all the customers who loved the first game but aren't going to replace their computer more than once every 3 years. Hell, it seems to me like once you get a great engine, a great story, great characters and a team in place that made those things, you'd just knock out a few sequels.

      There only seems to be a game series that have followed that approach - the Half-Life franchise and Civilization. Each new game is based on its predecessor, works and feels the same, but with advances.

      Speaking of Unreal. Why in the world has it been so many years without a new installment? Here's a demonstrably great setup, popular with a built-in fan base, and then half a decade goes by without a new Unreal game.

      I guess all these companies are out searching for the next super-blockbuster, but it seems to me like they're leaving a fair amount of money on the table.

      I also wished there wasn't such a focus on online gaming, but that's just me, I guess. I don't put in the amount of time many gamers do, so I never get as good as most gamers. So, when I go online to play, I usually last a few seconds and I'm blown away before I can even start to have fun. Thus, I stick to single-player games, like Bio-Shock, Half-Life 2, etc. I'm happy that these companies can be so successful with online games, but I wish they'd give people like me a little more to work with when we play single-player. I'd actually buy Left 4 Dead, for example, if it just had some single-player fun. There seem to be more and more games that are either primarily online games, or have just a couple of hours of single-player content. For me, those just aren't worth buying.

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  3. Re:Asheron's Call by Canazza · · Score: 2, Insightful

    Imo, PvP is considered Content, and has nothing to do with the engine.

    A Game engine focuses on things like the underlying game mechanics (movement, physics etc), graphics rendering (Including, but not limited to Shader language, Character animation system, the basic UI handlers and texture engine) network handling and whatever scripting language is used to create content.

    Things that come under "Content" are all the things that are put on top of an engine to make a game. IE Combat, interacting with NPCs, Menu systems, Inventory systems, weapons. Most of which is done through whatever scripting language the engine uses (In the case of Unreal it's the UnrealED application and it's scripting language. In the case of Source, it's a mixture of many things, mainly Map-based Entities created through Hammer and C#/C++ if you're changing game mechanics)

    Having never played Asherons Call, I can't comment on the gameplay, but a good movement system on it's own does not make a good PvP system.

    --
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  4. Re:Asheron's Call by FTWinston · · Score: 2, Insightful

    C#

    Being able to mod source in C# would be the best drug ever.

  5. Re:With apologies to Jeff Foxworthy... by Rogerborg · · Score: 3, Informative

    Or it might not.

    I get your point that using a 3rd party engine would seem to limit your creativity: you wouldn't want to use an engine designed for a FPS to write Battleship Frisbee Cookoff Challenge.

    However, if you're intending to create a game that's even remotely within a common genre, then using a 3rd party engine frees you up to concentrate on producing a unique experience. You can blow 20 man years just to catch up with the last generation of Quake, or you can start with a working, tested engine and concentrate your resources on adding just the new functionality and tools that you need.

    Why, yes, I'm speaking from experience (of doing it the wrong way). Thanks for asking!

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  6. FOSS and Cross Platform Engines by WK2 · · Score: 4, Informative

    It's not every day I come across a perfectly good excuse to toot my own horn. Here is my list of free game engines: http://www.freegameengines.org/ My definition of "game engine" is a bit stricter than most. I believe Wikipedia has a similar list.

    Drivel like this article is why I quit Slashdot. You can quit too! with only occasional relapses.

    --
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    1. Re:FOSS and Cross Platform Engines by LetterRip · · Score: 3, Informative

      Hi,

      you've skipped one of the more powerful and flexible free game engines available - the Blender Game Engine.

      See an example of its usage here - http://www.yofrankie.org/

      LetterRip

  7. Re:BGE by planetoid · · Score: 3, Interesting

    Blender's game engine seems like a good prototyping tool for artists to test out their animations and interactions before the project's actual game engine is even started, but I'm still convinced that it's too generalized to run at optimal performance for any specific type of game to be THE game engine for an actual game. Then again, computers these days are extremely fast compared to ten years ago, so you could argue that a certain degree of non-optimization is okay. I think we're all guilty of that, and we don't have to pay quite as much attention to detail in our code as we did back when we were programming for 486 25mhz systems in mind (though something about that seems morally wrong). Still, the question of performance pokes at me.

    For example, is it guaranteed to draw only the bare minimum of polygons when you're in an indoors environment? Does it "know" when you're outdoors and use the optimal drawing orders for large outdoors areas?

    And what about collision detection? That's another hairy subject that has the potential to snail down performance of even simple games (ever play a shmup with hundreds of bullets on the screen, but tends to slow down during those tense moments even on a fast machine? That's the programmer's fault). How does Blender know to internally use "this set of data structures and algorithms for collision detection with Situation And Circumstances X" but "these other data structures and algorithms for collision detection would be better with Situation and Circumstances Y instead"?

    Of course, I know Blender is open source, and any of these issues can be resolved by forking your own Blender project for your own needs, but I'm asking strictly about Blender's game engine as it is "out of the box".

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  8. Nothing even related to idTech? by Snowspinner · · Score: 3, Interesting

    I'm surprised that the only engine on this list to derive from the Quake family is the Call of Duty engine. I'm not enough of a game engine expert to disagree with any given choice, but it's very, very surprising to me to see one of the major families of engines basically ignored. At the very least, some discussion of its omission seems in order.

  9. Havok anyone? by wordisms · · Score: 2, Insightful
    1. Re:Havok anyone? by hellfish006 · · Score: 2, Insightful

      Havok is just a physics engine that is added to other game engines. The Source engine uses a heavily modified Havoks physics engine. Even the Wii runs the Havoks physics engine in some of its top tier games. The same reason Havok was not included is the same reason Natural Motion was not.