Agree with NA. The simplicity and and the intuitive workflow and art pipeline of Unity are dream ... And there is not much control you might be missing with Unity3D. Sure people who never used it might think its just another trash incarnation of 3DGS, Torque or C4 but once you used it you will see that there is a world of a difference. Unity compares from the toolset and workflow more to 5000-50000 USD engines than it does to the half baked "indie solutions" and beside Truevision3D its the only engine with a fully working fully flexible 3d engine fallback system. This means that Unity3D is able to run on highest end machines using highest end features but still running great on GMA900 boxes while not looking like an ugly brick. It even offers graphics emulation so you can checkout how it would look like (till down to Dino whatever dino was ^^ Only know the next above it which is the GeForce 2.
The same type of emulation you can do for the networking by the way (supports RPC and state syncronization)
And deployment with unity definitive is the simplest of all as your whole game will be created with a single click and even offers streamed web player deployment for larger games for example so first the "first needed data" get downloaded and while you watch intro and play level 1 it downloads the rest and the like. (and works with any browser IE, FF, Safari, Opera).
To me webdeployment most likely is the next generation of demoes of a game and an expansion route for games that have some persistent online functionality like browsergames have today
something you won't find on any other of those mentioned most likely is a working art asset pipeline. Worst case is Torque with its guaranteed broken art pipeline as GG gives a shit on making one. The talk a lot about their new cool stuff etc but you can bet that it will have an as broken art pipeline and without getting art in its just worthless as an enduser engine.
But others are not much better by offering a converter from a strange format to their own and the like instead of supporting a broad range of starts formats they import and convert internally and the like.
If you want a working technology, crossplattform and have OSX -> Unity3D
If you do not have OSX and want a broad compatibility you might end with Torque unless you write your own with OGRE, as Torque itself is pretty damn stable, has working editors and a powerfull script backend which easily can be extended through the C++ code. OSX compilation is as simple as just building the OSX project. Linux is not officially supported by GG, only by the community but that shouldn't worry that much its third priority platform anyway, compilation of the dedicated server if that is your interest is no problem on it :)
The same type of emulation you can do for the networking by the way (supports RPC and state syncronization)
And deployment with unity definitive is the simplest of all as your whole game will be created with a single click and even offers streamed web player deployment for larger games for example so first the "first needed data" get downloaded and while you watch intro and play level 1 it downloads the rest and the like. (and works with any browser IE, FF, Safari, Opera).
To me webdeployment most likely is the next generation of demoes of a game and an expansion route for games that have some persistent online functionality like browsergames have today
something you won't find on any other of those mentioned most likely is a working art asset pipeline. Worst case is Torque with its guaranteed broken art pipeline as GG gives a shit on making one. The talk a lot about their new cool stuff etc but you can bet that it will have an as broken art pipeline and without getting art in its just worthless as an enduser engine.
But others are not much better by offering a converter from a strange format to their own and the like instead of supporting a broad range of starts formats they import and convert internally and the like.
If you want a working technology, crossplattform and have OSX -> Unity3D
If you do not have OSX and want a broad compatibility you might end with Torque unless you write your own with OGRE, as Torque itself is pretty damn stable, has working editors and a powerfull script backend which easily can be extended through the C++ code. OSX compilation is as simple as just building the OSX project. Linux is not officially supported by GG, only by the community but that shouldn't worry that much its third priority platform anyway, compilation of the dedicated server if that is your interest is no problem on it :)