Well, before i moved to FPSCR
i have used Torque3D 3.5 MIT - a OpenSource Engine c++ codebase
physx/bullet physics and dx9 renderer
Now why did i just gave up the freedom of that, well when it comes
to making a game on your own, you just have to make decissions
and unity is/was never my price range.
The money i have spent so far
was spent on Licenses for tools such as zbrush and 3dCoat.
Am an Artist, even if i know how to compile and how to do some l33t kungfu coding (copy paste tiger style), am still not a coding monkey and will never be.
Now given time FPSCR is going to be a Pc/Mobile platform Engine
with FPS/TPS specific features.
These days we are at a point where Engines are almost all the same, the developers have realized that a modular approach when designing a engine is key.
How many platforms you want to reach/ how big your game is - all that and more depends on the number of your team and if you are one person
you have to make sure that your game gets made.
Unity/ Torque3D or UDK or in my case FPSCR
Does it reall matter? Look at a Engine like a extension of a brush, because thats really all that it is.
DigitalN8m4r3
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