Ok, I know this might be the wrong board, if so I’m sorry. This one seems to fit my question.
Here is the deal… Its been a long time now that I’m developing java stuff. Things from 2d games, processing frameworks and even some 2D library (small engines). And now I’d like to start making 3D games but the thing is, I can’t seem to find a place to start it right.
I have a good experience in high-level 3D game programming, I used to be a addon/gamemode developer in Garrysmod. Its more like modding, but still is almost the same process as using an big engine (the LUA code that is use to script gamemodes is quite similar to UDK4 c++ in structure).
The main problem that I find in all the avaliable options is that if I want more starting content to focus my work on the game it self, I need to use a messy C++ engine way bigger than what I actually need… But if I go the other way, as I’m trying to, I need to code loads of ‘basic’ things.
I tried using UDK4 but the C++ documentation and support is quite terrible. The syntax UDK requires is messy and quite ugly and intellisense makes my skin crawl. Unity is too expensive to go commercial and too big, and some of my friends that work with it say it is too problematic. Than I started coding stuff in libgdx (which I used before to make 2D games and things) but the 3D API is too little. I mean, most of the things I need are there, but binding it all together is now looking too much effort.
The problems I’m facing with libgdx as my library are fighting with bullet (the default kinematic character controler seems problematic). Also, the default uber shader is vertex lit only and since it needs compatibility with many devices, doesn’t offer much. I’m using the test version uber-shader that is pixel lit, but still doesn’t seem to be working. I’m sorry about all this mumbling (all developers mumble, cmon), but I’d like to know if the effort of learning shader code, fighting bullet, and coding tons of things that already exist in other engines worth. I mean, shouldn’t I be focusing more on the game code it self?
What you guys think? What engines you guys use? I’d like to hear some of your histories when ou, if you faced the same thing. Thanks for surviving all the mumbling until here.
And I mean, I did my homework. I know most of the alternatives and what similar questions landed on this forum. Still, I’m more focused on your histories and how you handled this question than on finding a good engine. Your opinions on the stuff you worked with.
Lets also raise some questions:
http://www.jpct.net/ - this one have enought support? I heard very little about it.
http://jmonkeyengine.org/ - When I used it, it seemed good but some how felt very messy. It has a big community but the showcase only has few and buggy examples. I might be terribly wrong about it but many advised me against it before. (This also http://www.java-gaming.org/topics/why-don-t-many-of-you-use-jmonkey-engine/29474/msg/270626/view.html#msg270626)
https://www.unrealengine.com/blog/welcome-to-unreal-engine-4 - I’d like to stick to java and enjoy good clean code… but this one has tons of features. Not so expensive (I already have the editor) and can get commercial very easily. The code though will require much time reading infinite documentation since there is no propper getting started and the documentations is quite problematic.
http://polycode.org/ - Not java too, but has a LUA binding and I must say I love lua. Seems quite powerful but is still in development and has no binary releases (I’d need to build it every time).
Ardor3D just stopped beeing developed. (http://blog.renanse.com/)