= Technical Evaluation Matrix Use the following matrix to evaluate engines for suitability. Edit the Wiki source and fill-in the appropriate cell with notes about each. || ||= Unreal Engine =||= Godot =||= Minetest =||=UNIGINE || ||= Voxel Engine||Very, very rich support, supports blocky and smooth. Professional version is going to be required, which costs $299 USD. Possibly more advanced than Transvoxel||Built-in, unsure what version it's using but it appears to be in active development (based on Transvoxel by Eric Lengyel)|| || || ||= Dev Performance||Extremely slow, feels like a Rube Goldberg machine||Superb, almost instantaneous|| || || ||= Component Extensibility|| || || || || ||= Help and Support|| || || || || ||= Community||Huge, tons of people in the Discord, very active|| || || || ||= Documentation|| || || || || ||= Tutorials & Examples|| || || ||[https://unigine.com/learning-unigine/video-tutorials#video-tutorials Company provided tutorials]|| ||= Terrain Paging|| ||Not much is listed for this: [https://docs.godotengine.org/en/stable/tutorials/optimization/optimizing_3d_performance.html#large-worlds Official write up on large worlds] [https://godotforums.org/discussion/20841/how-big-can-you-make-an-open-world-game-in-godot Forum post about this. Looks like it does not have key features built into it]. That said, it looks like Zylann's Voxel engine supports LOD-based terrain, which is promising|| ||[https://www.youtube.com/watch?v=vYov5jwsAD0 Paid version supports unlimited size and real time terrain deformation along with high detail]|| ||= Dynamic Lighting||Plenty of options and flexibility||Claims there are only a max of 8 light sources an object can receive at a time, but this might be ok after the new Godot 4.0 lightmapper, it claims to do well and bake more than that|| || || ||= Network Synchronisation||Built-in both Unreal Engine and Voxel Plugin has its own built-in support||Nothing Voxel-specific, but everything Godot is node-based, and Godot allows you to add networking logic at the node level, both UDP and TCP|| || || ||= GPU Technology Used||Most advanced, including Vulkan, [https://developer.nvidia.com/unrealengine Only game engine co-developed by nVidia] does not work well with AMD cards ||OpenGL 2.1, Vulkan is coming|| || || ||= Materials / Texture Support|| || || || || ||= Fluid Dynamics|| || || || || ||= HLSI || ||GD-Script, Lua-like||Lua (for modding)||[https://en.wikipedia.org/wiki/Unigine UnigineScript (scripting)]|| ||= C++ Support||Built-in||Requires use of GD-Native|| ||Support for C++|| ||= Platforms (Linux, Mac, Windows)|| || || ||[https://en.wikipedia.org/wiki/Unigine#Platforms Windows and Linux]|| ||= Cost / Licensing||Royalty-free until first $1M, then 5% on all gross revenues||Free||LGPL||[https://unigine.com/get-unigine/ Games under $100K free, but does not support large worlds after that it cost $150 a month]|| == Description '''Component Extensibility''':: How easy is it to tweak / modify behaviour of existing components in-case we need them to do more? '''Help and Support''':: What's the official product and technical support like? response time, cost, etc. '''Community''':: What's the user community of the product like? forums, response-time, skill-level, enthusiasm, activity, etc. '''HLSI''':: ''High Level Scripting Interface'', does the engine provide a way to write scripts for game logic? and in particular, does this interact well with their WYSIWYG editor? '''Fluid Dynamics''':: Does the engine provide any fluid dynamics out of the box? this includes everything necessary to model water flow and propagation in an open-world environment. Minecraft totally side-steps this and employs a completely borked version of fluid dynamics (total cop-out). Dwarf Fortress does not cop-out, but fluid dynamics in that game can bring the CPU to its knees. Ideally we want to farm these computations out to the GPU. = Notable Games * [https://www.dualuniverse.game Dual Universe]