Ok, so I on the DevDb \< Engines part of this site, I side by sided the two engines, and the features they give are the exact same, only difference as far as advertising is Torque boasts about the ability to AAA in the programming.
So, that brings me to my main question, if the features are the same. Would that mean that Torque has the power behind it because of the C/C++ language you can use? Or, are there other features that make it Superior to Unity other than just the C/C++?
There is the real possibility to start an holy war , Ogre users have their reason to prefer that engine, as Unity users as well.
I normally tend to code my engine by myself, so i cannot express a critic overview of pro and cons.
Unity is the star at this moment i have seen it gaining momentum up to the point industries are looking for Unity programmers rather than
directx/opengl c/c++ folks.
The superiority of an engine over another is based on the engine core functions themselves, another holy war can be raised by this very point.
As far as i know Ogre is just a big library , so you can invoke from a c/c++ program, Unity is scriptable trhough c# ( i maybe worng ).
So the point is this is scripting slower than a compiled program ??
I don't dare to give an answer, i've been banned in the past because of my opinions.
So i think that you should download both and compare by yourself.
Scripted engines are generally about 5 percent slower. Most of the code is already in c++. The trend is toward scripted engines because artists, etc, can work on levels. If you pick Torque, it should be for features because there won't be enough of a difference in speed.
Well thank you guys, I was just curious though I am sticking with Unity, I dare not dwell down the path of trying to learn something else atm. I Just wondered why both offered the same features, yet one boasted about AAA.
Unless you are making a really big game that is using the engine at 100%, you will probably not notice a difference in performance anyway.