When comparing Gamebryo vs HeroEngine, the Slant community recommends HeroEngine for most people. In the question“What are the best 3D game engines?” HeroEngine is ranked 23rd while Gamebryo is ranked 36th.
Ranked in these QuestionsQuestion Ranking
Pro Flexible and extensible modular architecture
Gamebryo has been written in C++. Because its features are as independent of each other as possible, it allows including only the features that are necessary for a game. Also because the abstract interface and its implementation are separate, custom implementations can be made as well as default implementation extended by inheritance.
Pro Many References
Gamebryo supports Windows, XBOX360, PS3, and WII. Several hundred cormercial titles have been developed with Gamebryo, including The Elder Scrolls IV: Oblivion, Fallout 3, Catherine, RockSmith, and etc.
Pro Good documentations
Gamebryo has detailed documentations. It is provided in html files and its size is about several thounsand pages. It also includes several dozens of tutorials and demos.
Pro Real time development- No nightly builds
Pro Streamlines MMO development
Backend completely handled by the team at Hero.
Pro Versoning control included in both HeroEngine and HeroBlade
No need for Perforce, Github or any other versioning software. It is built in. Check, Compare, Merge, revert, etc.
Pro Server and Networking built in
Pro Engine developer support
Developers of the engine and game developers are active on the Forums and Skype for private messaging.
Pro Very active community and support groups
Skype channel and forums questions answered by developers of HE and users very quickly.
Pro Highly optimized asset export plugins included
Though the export pipeline may be different and currently requires 3ds Max or Maya, the format is highly optimized to reduce high quality models down to KB's.
Able to create many types of games and scales all the way from a single area up to a full-blown MMO.
Designed for the needs of a MMO. HSL is also relatively easy to learn as scripting languages go. It was geared towards beginners, not time hardened programmers, and as such, its easier for a novice to pick it up sometimes, than a c++ programmer. That, and it was intended to be "readable" more like English.
Con Difficult to get a license for
They have worked with proven game studios, but starting developers or indie studios have to request an evaluation to use and license the software. Licensing fees are also not disclosed.
Con Lack of DirectX 11.1 or 12 support
DirectX 9 is the last version supported.
A standalone scripting language with (so far) little in the way of learning resources.