Which engine is the best?

Jpmawesome

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Apr 29, 2014
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I plan on making a 3D destructible multiplayer game. Which engine is the best to use? I would like it to be graphically amazing, like battlefield 4, but still have good net code and things like that. So which one? Unreal Engine 4, frostbite engine 3, unity 3D, cry engine 3, or any other suggestions? It will be on PC. I would also like to know what the best language would be for coding this kind of game.
 
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For destructible environment i would go with the Unreal Engine, its not as realistic as frostbit or cry engine, but its destructible environment and its user friendly interface should be a cakewalk.

toppkat420

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For destructible environment i would go with the Unreal Engine, its not as realistic as frostbit or cry engine, but its destructible environment and its user friendly interface should be a cakewalk.
 
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Jpmawesome

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Can unreal engine handle large scale destruction like the levolution in bf4? And when you say not as realistic, what do you mean exactly? Is the destruction in unreal engine not as good as say, the frostbite engine 3 destruction?
 

Jpmawesome

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Actually, I've been doing a little research, and can you interact with the destructibility in UE4? Like if a building fell down would you be able to step on it? Hence, Siege of Shanghai BF4. That is really what I'm looking for. I would like a game where you could blast a wall down to get through it, maybe pick up a boulder and through it at a player, or build a tower out of bricks on the ground. Is that possible with UE4?
 

Mouldread

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I risk to sound like some annoying guy who has nothing better to do than to pick on people but... your question sounds to me something like that:

"I've seen a few super cool cars around and so I decided to make a new car that would be fast, reliable, great looking, have virtually no CO2 emissions and all that. So do I make it a 4 wheel drive, front wheel drive or anything else; also shall I make it with a diesel engine, petrol engine, maybe electric??"

You just seem to understand from programming as much as I understand from cars (mind you I don't even have a drivers' license).

There are companies with teams consisting of dozens of members working for years and using crazy amounts of funding to create a single title. Do you really think you can do that on your own by just using wishful thinking?

 

Jpmawesome

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You've assumed that I'm working alone... For no reason, as far as I can see. And yes, I am new to programming. Is there a way to have a completely interactive and destructible world? A simple yes or no will do, no a self satisfied rude comment.
 


Theoretically? Yes. Practically? No.

Creating pretty destruction effects isn't terribly difficult through the use of soft-body deformation and geometric subdivision. However, feeding these pretty soft-body destruction effects back into game logic is terribly difficult. This is why most games perform collision physics in rigid-body using well optimized collision tests and easily simulated geometric primitives (spheres, planes, triangles, ellipses for the most part) yet display the visual effects using soft-body simulation for aesthetic reasons. This is why there can sometimes be a disconnection between what you visually see in game and what you actually experience in game (such as debris flying clear through your character, or stepping over objects). The algorithms for soft-body interactions are simply far too slow to be used in a large scale.

Using full soft-body simulation for more than a handful of entities will bring even the most modern computer to its knees. It's typically reserved for stuff that the player sees over, and over again, such as the interaction between player clothing and the environment.

So, if you want to have a fully destructible world you need to have full subdividable soft-body physics models for every material and entity in it; this is not going to happen. Instead, you will have to make compromises. Rigid body physics models operating on predivided objects (this is how Battlefield works) with some soft-body effects that are not dependent on actual collision results.
 
That's a large undertaking... Far too large, really. But if you're set on it, you should be aware that many engines like the Frostbite are proprietary and require expensive licensing to use. That's not even counting the programs you'd need to make meshes for it, like 3DS Max or Maya or whatever you plan to use. Those can easily cost several hundred dollars alone for a temporary license.

Then there's texture art, animation, sound effects, scripting, server hosting... It all costs a ton of money to make a multiplayer game with good graphics. The reason there are so many single player indie games is because those tend to be far, far cheaper and easier to make.
 

Jpmawesome

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Apr 29, 2014
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Thank you. I think I'm going to stick with smaller destruction, like Levolution in Battlefield and some wall destruction. Definitely going with Unreal Engine 4, as that seems pretty good for low-level destruction. Thanks everybody for your help!
 

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