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A lot of Unity code feels like a hacked blur of arguable coding practices. I really like C# and .Net, but the way it is used in Unity makes me feel uneasy. A lot of the API is done in "C Style" (public static methods, available at all times), I am encouraged to use public fields for everything, a lot of questionable implicit casting... the list goes on. I'm a little "scared" that a lot of people will actually learn C# by using Unity. See More
The editor GUI is very powerful and intuitive. It allows pausing gameplay and manipulating the scene at any time as well as progress gameplay frame by frame. It also has powerful asset management and attribute inspection. This allows it to be more powerful than other, simpler drag-and-drop engines such as Game Maker Studio, although it can take a bit more experience to learn the workflow. See More
Unity3D uses very unique approach for doing things, most of knowledge acquired while using it, would completely non transferable to other engines. Advanced Unity3D programming is really dealing with Unity3D bugs, and finding loopholes around engine issues, nothing to do with graphics, etc - skills which would be valuable with other engines. See More
Games have been made in Unity at all levels of the Video Game industry. If you want to make games, this is a great engine to learn. Learning Unity will teach you the basics for any engine, and if you want to get a job at a big studio there is a chance that you will be working in this engine there as well. See More
It is one of the biggest and best tools available, and there are a great deal of tutorials available to help learn how to make great games. Even without knowing how to program there are assets in the asset store that can help with that by allowing linking scripts inside the game engine. See More
Other than a brief installation / getting started overview, libGDX's documentation consists of an official wiki with several incomplete pages, and automated Javadocs. The community recognizes these shortcomings, and new users are encouraged to ask for help. See More
This engine is not well put together. Is made from various free modules each with their own peculiarities. At times it feels you need to learn a couple of libraries rather than just one. Is not an engine for beginners as it requires coding. Lots of coding. You need to be intermediate to advanced in Java and OpenGL to develop in LibGDX. See More
Compared to other engines, UE4 seems to perform various actions considerably slower. Actions like starting the engine, opening the editor, opening a project, rebuilding shaders, updating references, calculating lightmaps, saving projects, etc take long enough to get irritating and end up wasting precious development time. See More
Java is a well-optimized just-in-time compiled language. It's faster than languages without an effective native-code compiler such as Python or Ruby, similar in speed to other just-in-time compiled languages such as C#, while slightly slower than compiled languages such as C or C++ (with some low-level and numeric benchmarks being similar to C++). Java also has a wide variety of high-class IDEs available. See More
JME is more of a collection of libraries patched together than a cohesive engine. To use it effectively you need to use a separate frontend like NetBeans using jMonkey plugins. If you go the normal route your development time will be much longer. And at the end of all that it doesn't even support that many platforms and runs on Java meaning less performance (3D). See More
jMonkey is completely free, meaning it's possible to develop and release a game with no fees or royalties. Because it is open-source, jMonkey has plenty of people fixing bugs and, adding to the engine as well as creating a variety of plugins that can be used in the engine. See More
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