Which to use: Unreal vs. Unity vs. ID Tech

UDK, id Tech 3, and Unity are all vastly different tools.

With UDK, you have script-level access, not native. As such, you are somewhat limited in the modifications you can perform. Additionally, UnrealScript is extremely slow; as such, it's difficult to optimize any product you do end up creating.

Overall, it's not very well crafted for anything that drastically doesn't match Epic's product line.

id Tech 3 will give you C++ access. That being said, it's much older technology, the tools aren't as robust, etc. Personally, I've never used it; but, it's not something you're going to build a commercial product with (unless you're looking for something scaled back. Check out this list: http://en.wikipedia.org/wiki/Id%5FTech%5F3#Projects%5Fbased%5Fon%5Fthe%5FGPL%5Fsource%5Frelease).

As for Unity? It's a great place for a beginner/someone that doesn't want to have to delve into the complex details of an engine. Additionally, it's more flexible.

Can you release a triple-A title on it? No. That being said, you're not going to be using it for that.

With the ultimate goal of educating yourself without having to dive into C++, I'd highly recommend Unity.

Summary:

- UDK if you're going to build a game quite similar to Epic's product line. Doesn't give you much freedom.
- id Tech: old, gives you C++ access to flexible, super robust.
- Unity: easy, fast to work with, flexible. But not fancy enough for the AAA title that you're not building anyway.

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3 Comments

Oct 17, 2011
retrogamer4ever said...
It all really comes back to your end goal in the game industry, if you want to get into the more "mainstream" as an artist, programmer, it would make more sense to go with learning UDK, or id Tech 3. C++ although old is still the language of choice for all the "mainstream" game companies.

If your goal is to do your own thing, work for indie studio or start up then Unity way to go. Also make note that even though you can do 2D Unity is primarily built to do 3D... and mobile really easily... But with that said there are just to many tools out there that make it easy to make games and even more ways for indies to sell there games. We live in an age now where it's just not really needed to learn C++ anymore, which is a good thing in my opinion.

As for the idea of being able to release a "triple-A" game, well really what does that even mean? I think that really depends on how the individual player wants to define it, a "triple-A" game doesn't always have to mean big budget with shiny graphics, there are plenty of games built in 2D that I would personally consider "triple-A" simply because the experience I was given I felt was more then rewarding and well worth the time and money, and a game I keep playing. Id consider the Binding of Isaac, VVVVVV, and many more to be that. So I think anything anyone builds no matter their skill level, tool of choice or budget can be "triple-a".

Oct 18, 2011
David Barnes said...
Great comment, thanks.

Dec 21, 2011
_Wolfos said...
I disagree. Unity is definitely fit for a triple A game.

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