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Jason Kozak
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ThereIn terms of game engines:

  • Torque3D: Lots of features, but some would consider the code difficult to work with.
  • C4 Engine: Inexpensive, excellent author support, but the tools could use a bit of work.
  • DIY: Select a set of libraries and glue them together with your game.

Since Ogre3D was suggested, there also exists a light-weight alternative to Ogre3D, Horde3D.

Pros:

  • The design is sound and will likely outperform Ogre3D for heavy rendering (if it doesn't already)
  • C API, making bindings for languages like Python simple and easy to maintain (internal code is C++)

Cons:

  • Requires at least OpenGL 2.0 support
  • Smaller community
  • Unstable code base (major architectural changes are still occurring)

There also exists a light-weight alternative to Ogre3D, Horde3D.

Pros:

  • The design is sound and will likely outperform Ogre3D for heavy rendering (if it doesn't already)
  • C API, making bindings for languages like Python simple and easy to maintain (internal code is C++)

Cons:

  • Requires at least OpenGL 2.0 support
  • Smaller community
  • Unstable code base (major architectural changes are still occurring)

In terms of game engines:

  • Torque3D: Lots of features, but some would consider the code difficult to work with.
  • C4 Engine: Inexpensive, excellent author support, but the tools could use a bit of work.
  • DIY: Select a set of libraries and glue them together with your game.

Since Ogre3D was suggested, there also exists a light-weight alternative Horde3D.

Pros:

  • The design is sound and will likely outperform Ogre3D for heavy rendering (if it doesn't already)
  • C API, making bindings for languages like Python simple and easy to maintain (internal code is C++)

Cons:

  • Requires at least OpenGL 2.0 support
  • Smaller community
  • Unstable code base (major architectural changes are still occurring)
Source Link
Jason Kozak
  • 1.6k
  • 15
  • 19

There also exists a light-weight alternative to Ogre3D, Horde3D.

Pros:

  • The design is sound and will likely outperform Ogre3D for heavy rendering (if it doesn't already)
  • C API, making bindings for languages like Python simple and easy to maintain (internal code is C++)

Cons:

  • Requires at least OpenGL 2.0 support
  • Smaller community
  • Unstable code base (major architectural changes are still occurring)