How do you choose a VR game engine or framework?
If you want to create immersive and interactive VR experiences, you need a VR game engine or framework that suits your needs and goals. But how do you choose from the many options available? In this article, we will explore some of the factors and features that you should consider when selecting a VR game engine or framework.
A VR game engine is a software platform that provides a set of tools and features for developing and running VR games and applications. A VR framework is a library or a plugin that adds VR functionality to an existing game engine or programming language. The main difference is that a VR game engine is more comprehensive and integrated, while a VR framework is more flexible and modular. Depending on your level of expertise, budget, and project scope, you may prefer one over the other.
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Most commonly, the two game engines that are used in the industry are Unity & Unreal Engine. While Unity is a beginner-friendly engine with lots of resources to start your project and easily finish it quickly, it lacks visual tools and excellence like Unreal Engine, which lacks resources and community support. A new kid on the block is GODOT, which unfortunately lacks in both as of now, but it's open source and gives you full control of not only your app but also the engine itself. Frameworks are libraries that come with prebuilt interaction and other required features that you can adjust and use in your project accordingly. Most of the headsets themselves provide you with their own frameworks and engines as well has such tools.
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Zack Sinisi(edited)
It's important to consider team experience when deciding on what game engine to use when moving into the VR space. If your team is more experienced with C# then Unity is the clear choice, but if your team's experience is in C++ then Unreal is the go-to. Both engines have their own costs and benefits, but in the broadest sense Unreal has higher visual fidelity by default and has some more powerful tools out of the box but less third-party tools publicly available, whereas Unity is more of a blank slate with powerful core tools and a massive, very open asset-development community.
One of the first things you should check when choosing a VR game engine or framework is whether it supports the platforms and devices that you want to target. For example, if you want to create a VR game for Oculus Quest, you need a VR game engine or framework that supports Android and Oculus SDK. If you want to create a VR game for PC, you need a VR game engine or framework that supports Windows and SteamVR, Oculus, or OpenXR. You should also consider the performance and compatibility of your VR game engine or framework with different VR headsets, controllers, and sensors.
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Recordemos que, para hacer un juego en realidad virtual, tenemos muchas plataformas, pero hay que ver cual es la que nos conviene y que queremos lograr. Por ejemplo, yo recomendaría apuntar al primer filtro de Oculus que es SideQuest, uno puede publicar apps en este lugar y conseguir reseñas. Luego podremos apuntar a la tienda oficial de Meta.
Another important factor to consider is the programming language or the visual scripting system that your VR game engine or framework uses. Programming languages are the codes that you write to define the logic and behavior of your VR game. Visual scripting is a graphical way of creating logic and behavior without writing code. Some of the common programming languages for VR game development are C#, C++, Java, and JavaScript. Some of the common visual scripting systems for VR game development are Unreal Engine's Blueprint, Unity's Bolt, and Godot's Visual Scripting. You should choose a VR game engine or framework that matches your skill level, learning curve, and preference.
Another factor to consider is the VR features and assets that your VR game engine or framework offers. VR features are the functionalities that enable your VR game to interact with the VR environment and the user. For example, VR features include head tracking, hand tracking, eye tracking, haptics, spatial audio, locomotion, physics, UI, and multiplayer. VR assets are the resources that you use to create the VR environment and the characters. For example, VR assets include 3D models, textures, animations, sounds, and effects. You should choose a VR game engine or framework that provides the VR features and assets that you need for your VR game or that allows you to import or create your own.
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Todo esto dependerá de nuestro presupuesto, si contamos con uno grande la verdad recomiendo a lo mejor invertir más en programación que en diseño 3D. Además, no intentemos inventar la pólvora, si ya tenemos una plataforma fácil para desarrollar, que cuenta con bastante documentación y soporte por parte de la empresa, entonces debemos elegir esa alternativa
The last factor to consider is the documentation and community of your VR game engine or framework. Documentation is the information and instructions that help you learn and use your VR game engine or framework. Community is the network of users and developers that share their knowledge and feedback about your VR game engine or framework. You should choose a VR game engine or framework that has clear and comprehensive documentation and a large and active community. This will help you solve problems, learn new skills, and find inspiration for your VR game.
Choosing a VR game engine or framework is not a simple task, but it is a crucial one for your VR game development. By considering the factors and features that we discussed, you can narrow down your options and find the best fit for your VR game.
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Recomiendo hacer un juego simple y entretenido, no quieran contar una gran historia si no concéntrense en una mecánica entretenida. Si deseas iguale escribir tu historia, bueno ponla en una web o un documento aparte, pero concéntrate en alguna mecánica bueno. Yo he desarrollado juegos indie para dispositivos móviles y recomiendo concentrarnos en la mecánica. Además, como desarrollador de experiencias en realidad virtual, también te puedo decir que es mejor algo entretenido y que vaya tener futuro, a que pierdas un montón de tiempo en algo que a lo mejor te das cuenta que no era.
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