Woops, silly me!
Woops, silly me!
Being successful has nothing to do with having a stable engine. There are countless games (in fact, most of the triple A titles out there) that proof that, the more successful a game is, the more bug-ridden it is.
@philip550c if you're playing any of those three games on a standard system (32 bit, multicore processor and a GPU that is a few years old), those 4 games will crash for you, too. (given, I haven' tried Kerbal in a while...3 to 4 months ago was the last time I tried to do something with it).
Having used a lot of Unigine and a bit of Unity....
I hope the following helps - assuming you want answers to your questions and not just to stage a pissing contest.
+ basic version is free and available to anybody with a windows or mac based computer. Though this is somewhat limited, pro version is something similar to a 12 month unigine license.
+ really strong community of hobbyists and commercial 3rd party solutions.
+ tools are very approachable by artists, can create something reasonable without requiring a coder.
+ quite a number of titles have shipped based on unity.
+ usability,polish are priorities
+ export to a lot of useful platforms
- scalability issues - once you get a certain size of project you will run into performance issues.
- multi person workflow not so great. really easy to break when using an off the shelf source management system.
- not as much control as as some people would like.
+ really good engine quality , bang for buck. To get better you need to go for Crysis or Unreal which cost quite a bit more to license.
+ source code can be had and is relatively affordable.
+ focus on making it possible to build really large worlds.
+ performance,coder control are priorities.
+ Linux is a first class citizen. You can make games using Unigine on Linux - you can't do this with unity.
+ mesh files are binaries, textures are image files, pretty much everything is xml files and the filesystem adding a unigine project to something like git,svn,perforce is trivial.
+ Unigine team is small and fairly responsive to customers.
+ support for a lot of platforms.
- you can't get access to unigine as a hobbyist.
- the artist tools - while getting better, do something to be desired.
- there is a much smaller labour pool for artists and coders that know Unigine. (this can be seen as a plus depending on your perspective).
Generally I think you will find that your project will either lend itself to one or the other.
Currently Unigine is your best bet if you want to author games using Linux.
I might also add that writing game code feels very unixy. Also if you are familiar with OpenGL and GLSL then the scripting language will feel very familiar.
("no, no shadows for you. No per-pixel lighting either, or pathfinding. Pay us 1.5k to get those basic features open-source engines give for free")