Jostix/AKka: As a Level Designer, what is the best engine to work with?
Daniel: I have worked with 3 of the industry's top gaming engines.
id Software's Radiant: This engine is all about efficiency. John Carmack is probably the world's leading innovator when it comes to utilizing and implementing cutting-edge technology. The downside to using Radiant is its a bit cumbersome to navigate and build worlds. The tools to do so are there and once you learn the ropes (as with any engine) it becomes easier. Also, unless id Tech 5 is changing it, Radiant is based on the vacuum approach. When you compile BSP and lighting, it does tracing throughout the entire map. Any leak found will result in the compile stopping. This was always a time sink. I certainly hope theyve moved away from that old technology (Hammer, Valves editor, uses the same method).
Epics Unreal Engine: There is a reason the vast majority of the gaming industry uses this engine to develop their games. Its robust, offers a wide range of development tools, has a fairly short learning curve, and produces outstanding visuals. But, nothing is perfect. The engine is still based on the ancient BSP tree model. Couple that with baked lighting and iteration can become very cumbersome. While working on A:CM it took up to 2-3 hours to do a complete rebuild and compile of BSP, lighting and navigation. This is a huge hindrance on iteration.
Crytek's CryEngine 3: As youve guessed, Ive saved the best for last smile I really cant say enough good things about this engine. The first thing is no compiling! Absolutely every light you see in game is either deferred or dynamic. There is no baked shadows or lighting. This by itself is enough to take the crown, but it doesnt stop here. CryEngine 3 is NOT based on the old BSP tree model. There is a tool within Sandbox that allows the user to create Solids (CryEngine's version of BSP), but they require no compiling! All of this equals one very important thing - Rapid iteration. While I could go on and on about other features, I do want to mention that Flowgraph is by far the most powerful scripting GUI I have used. It lacks a few key features that Kismet (UnrealEd) has (such as Remote Events Print to Screen debugging). But this is compensated for by the sheer quantity of operations provided (Math, Vec, Int, String, etc). This gives the scripter literally all the tools they need to do what ever your crazy mind can think of.