With the announcement of Epic to offer the Unreal Engine 4 as a subscription service for a very reasonable price, I decided to switch from Ogre3D to Unreal Engine 4. Although I’ve already invested a fair amount of time in setting up the Ogre3D environment and development progress with the Ogre3D engine was ok, the decision was made quite quickly.
This was due to the following reasons:
- One of the major selling points of Ogre3D for me was the integration of Flash contents. However, the Hikari library I was using was leaking memory heavily so it became unusable. I tried switching to the Akarui library, a similar library based on the NP API, but I didn’t succeed in making it work for my non-managed, c++ Ogre3D build.
- The Unreal Engine provides a VERY powerful editor that should speed up the game development and content creation process.
- The quality of the Unreal Engine is top notch.
- UE4 is a well-rounded package of everything a game needs (graphics, sound, physics, networking etc.) – no need to evaluate a library for every single thing.
- UE4 has a growing, large and active community.
- I can live with the 5% royalties.
Being able to incorporate Flash as a UI however is a very important factor for me, so I’m looking to find a way to do this with UE4. There is of course a Scaleform integration available for UE4, but possibly at a quite high price (pricing is done per-project). There’s a Unity3D integration for a more reasonable price, so I’m hoping with UE4 gaining more and more popularity among indie devs, Autodesk may offer something similar for UE4 in the future.
To summarize, it’s a pity that I lost all the time and effort invested in Ogre3D, but I hope the switch was worth it. I could port some of the code to UE4 and the experiences made with Ogre3D are still worth something.