When comparing PlayCanvas vs HeroEngine, the Slant community recommends PlayCanvas for most people. In the question“What are the best 3D game engines?” PlayCanvas is ranked 19th while HeroEngine is ranked 35th. The most important reason people chose PlayCanvas is:
Assets and content delivery is very different on a web platform comparing to native. So PlayCanvas challenges best practices to allow developers decide how their content is delivered and in what form. Async Assets download allows developers to load content as the app goes, instead of asking to download all assets in advance risking users to simply navigate away while staring at loading screens. Formats for 3D models and textures support covers all the popular tools. And the workflow is as simple as dragging and dropping your files right into the Assets Panel. The cloud will do the rest of the hard work optimizing and converting your files into runtime-friendly and compressed data.
Ranked in these QuestionsQuestion Ranking
Pro Powerful assets pipeline
Assets and content delivery is very different on a web platform comparing to native. So PlayCanvas challenges best practices to allow developers decide how their content is delivered and in what form.
Async Assets download allows developers to load content as the app goes, instead of asking to download all assets in advance risking users to simply navigate away while staring at loading screens.
Formats for 3D models and textures support covers all the popular tools. And the workflow is as simple as dragging and dropping your files right into the Assets Panel. The cloud will do the rest of the hard work optimizing and converting your files into runtime-friendly and compressed data.
Pro Rendering engine runs on the browser
Has an advanced WebGL renderer that runs in the browser.
Pro Real-time collaborative online editor tool
PlayCanvas has an online editor that lets you build scenes and work with other people in your team in real-time. This is all done through the web browser without having to install any additional software.
Pro Avoids having to download lots of textures for lightmaps
Lightmaps are an efficient way to deliver lighting to your scenes for a long time. But they come with the cost of large textures. PlayCanvas offers a unique solution for a web platform, it renders lightmaps when an app is loading in runtime.
This is faster than downloading MBs of textures. And it's much more convenient: simply switch your light sources to bake, and static models to be lightmapped, and the engine will do the rest.
Pro Friendly and active community
PlayCanvas has Feed as homepage for registered users, listing Dev Logs of other developers. This allows to socialize with other developers like yourself in a twitter-like environment.
More to that, there is also an active forum, where developers help each other to solve their challenges.
Developers of PlayCanvas itself are always looking forward to chat and help the community with any problems that may arise.
Pro Integrated physics engine
PlayCanvas lets users integrate physics in their game rather easily, using the powerful Bullet Physics Engine (ammo.js). Should also be noted that the physics engine is delivered as an optional library, so by default being disabled it does not add any extra download size to your apps.
Pro Has a free tier
Engine is free for projects under 200MB and with no more than 2 people on a team. The free tier has no engine restrictions.
Tools are totally free too. There are no special limiting features behind any paywalls, and free users have all the features as paid users.
There are no royalties associated with publishing your apps and games - you've made them, you own them.
It is free to publish to playcanvas.com as well, just by one click in Editor.
Pro Small app size
The engine itself weighs just under 150Kb, and it's always challenged to stay small. There is no extra weight that has to be carried with your app, just your assets and scripts in a runtime-friendly compressed form.
This allows users to engage with your content in matter of seconds, and even just under a second on a good connection.
Pro Open source
PlayCanvas is fully open source and is under active development.
Pro Has hot code reloading
Real-time link between your launched app and the editor allows the developer to preview and play with their scene without needing to refresh the game after every change in the code to see the updated result.
Pro Cross-platform support
PlayCanvas lets you build games that run in mobile, desktop browsers, and native mobile apps. PlayCanvas can even make games that can run inside mobile social media and instant messenger clients like Twitter and WhatsApp.
Pro Very easy to use
Pro Loads extremely fast
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 Private projects are only available for premium users
The free tier does not support any private projects. Instead, all the code and assets will be hosted openly. While not a problem for open source games and for developers who intend to make an open source game, it can be a deal-breaker for teams who want to keep their code and assets private.
Con No collision offset
Con Not many tutorials
Con Lack of DirectX 11.1 or 12 support
DirectX 9 is the last version supported.
Con High price
A standalone scripting language with (so far) little in the way of learning resources.