Game engines help

What are the names of all the game engines that can do the math and physics for me ?

sry for my grammar.

“Google It.™” Seriously. There are lots and lots of both 2D and 3D game frameworks, and physics libraries that plug into them. It would be very hard to make a list.

In 2019, it is all but standard for modern game engines to have built-in physics and functions that replace the need for complex math operations.

Unity, Unreal, Godot, Xenko, UPBGE, and many others in active development can do both of these things. 2D engines such as GameMaker, Godot (it has a dedicated 2D engine too), and Construct can do both as well.

The only engines that don’t have either of these, such as Crystal Space, are either older engines that have since died off or are just API’s with no editor attached.

like many things, you get what you put in. if you expect the computer to do all stuff, then you wont really make a game worth much attention. however there have been exceptions.

upbge makes it easy start out tinkering in a realtime environment, but once you need something worth while, it gets insanely complex, im not gonna lie.

godot is pretty new on the scene, and has may be seen as having an out of the box way of doing things.

not sure if unity has visual scripting, but from what ive heard, the market really tries to pull money from you. dont know.

i have used unreal, and once you learn the ropes, its one of the more intuitive engines for complex things, i think. but the import and export can be a real pain.

both unity and unreal use C sharp for the coding, which is a trip in its self.

armory is an addon to blender 2.8 that aims to be like bge, visual scripting, pbr visuals, etc. but doesnt use eevee last i checked.

long story short. something as complex as game creation is going to take time and brains to learn. be patient and enjoy the ride :slight_smile:

To better answer your question, I would ask you:

  1. What kind of game(s) are you planning to create?

  2. Do you intend to learn programming/coding, or not?

Ok Ace_dragon thanks a lot and the others too, just one more question, can CryEngine
do the math and physics for me also ?

dont know much about cry engine, but its one of the most advanced engines, im sure it can do a lot. but how easily or intuitively is a whole new matter.

Armory is a completely separate engine, based on the Haxe programming system, which tightly integrates into Blender as its development environment. Its rendering algorithms are patterned after Blender’s, but no actual Blender source code is used and the Blender application is not required at runtime. (Unlike the old BGE.) It is aware of how Blender does things and (through its Haxe “Iron” library) implements many of them, but once again it is patterned after what Blender does.

To generate your game, Armory actually generates Haxe source-code and compiles it. The underlying Haxe technology (“Kha”) supports many different hardware platforms as so-called “targets.” You can compile the same game to multiple targets without change. (Haxe, itself, is also cross-platform.)

I personally think that Armory is a “game-changing advance” precisely because you never have to leave Blender. You don’t have to import/export assets. You might not need to write any Haxe source code, although you easily can. So, it is a very efficient way to work, versus other tools like Unity.

P.S.: Haxe isn’t “just for graphics.” Oh, no. Thanks to Haxe, I haven’t written any JavaScript “by hand” in a very long time. I write in Haxe, fix most of the bugs “at compile time,” and send it to a JavaScript target. I use many Haxe libraries, and the necessary code from those libraries gets incorporated directly into my JavaScript output with full “dead code elimination.” Beats the pants off of (IMHO) any other way of working … :+1:

https://blog.onthewings.net/2015/08/05/typescript-vs-haxe/

Hello Herbert123 ,no i’m not planning to make any game yet and yes i want to learn programming

You can try looking up ‘gameplay 3d’ It’s an SDK with physics, and the math your asking for. Opensource. Ogre3d is another one that is an SDK. But I think it’s missing physics. Bullet Physics is a SDK for just physics. Some how to books contain game SDK included with them. You might try searching for a book. Panda3D has it’s own physics, and is not a bad engine. It’s source is available.

I think that the best way to start to “learn programming” these days is to go to places like github.com and sourceforge.com and locate the many existing games that others have written and then contributed. Tear them apart to see how they work. And, if you like, “kit-bash” something new using one of these as a starting point.

Every “game engine” is a high-level framework under which games can be constructed, essentially “by customization.” There are lots and lots of details to be considered: remember that the games you’re studying were probably written by teams of experts. Start with the simplest of tutorials and tear them apart to see what makes them tick.

You’ll also routinely find that “There’s More Than One Way To Do It.” More than one physics engine, more than one terrain engine, more than one everything.

If you’re just starting out and haven’t done this sort of thing before, you’re pretty much stumbling around in the dark. So, instead, look at other peoples’ works and, as I said, find out piece by piece, onion-layer by onion-layer, what makes them tick. “Fly over the terrain at 30,000 feet” first. Don’t immediately dive too-deep into the first thing that you don’t [yet] understand. You’ll be staring at tree-bark soon enough: first, “get to know the layout of the forest.”

GameMaker Studio is a nice choice for those who’re learning.

Definitely. Start with packages that do as much of the work for you as possible, so that you can limit the number of times you have to “take a sip from the fire hose.” :slight_smile: Because, even with that help, “you will be drinking a lot from that hose!”

(P.S.: This analogy is not original. Decades ago, there was a regular column by this title in places like BYTE Magazine – a seminal computer periodical that is now long-gone and sorely missed.)

You really do need to have a strong determination to succeed at this. You feel like the computer just “did a Wile E. Coyote number on you with a cast-iron skillet … again …” but you just keep learning. Knowing that you’re going to have that same experience from time to time throughout your entire career. :exploding_head: “Computer programming is not for sissies …”

GameMaker shouldn’t be a bad option for beginners who want to make games for the PC, I say PC because the engine gets incredibly expensive if you also want mobile and console support.

The current version though has an edgy UI you might either love or hate (which is centered on an infinite workspace with floating windows everywhere). Some users love it, others find it a dealbreaker.

Guys…i have 2 questions

1: what is the name of the best 3d software
used for game development

2: what is the name of the best game engine used for game development

Based on what requirements and expected outcomes?

Please, do tell more. A LOT more, if that’s OK :slight_smile:

5 months ago you mentioned that you weren’t interested yet in creating a game. Are you now?

I ask, because there is no unequivocal right answer to these two questons. No black-and-white answer is possible.

In short: IT DEPENDS.

Answer us this first: why do you want to know if you are not interested in creating a game yourself?