I heartily recommend Urho3D. It lacks a pretty editor but is very easy to work with in both C++ and Lua, and has an extremely high-quality codebase that is actively developed. It's extremely versatile and I've found it incredibly easy to extend. One of the biggest advantages is that its entity-component system is very similar structurally to Unity's, meaning it's extremely easy to translate existing Unity scripts and examples into working with Urho3D. It effectively extends the support and tutorials far beyond what's provided just specifically for Urho3D.
Urho3D is able to use PBR since a few weeks now. It's also had shadow maps for a while.
> I don't know about Mutinys features but if they want to deliver a free Unity they need to render at a similiar level of quality.
Lots of game engine users couldn't care less about the 3D part of an engine. :)
Polycode is nice, especially as an IDE-independent framework, but it doesn't have even half of the activity Godot does. Ivan is the only one working on it, and he doesn't work on it very actively at all. He's been promising binaries since the beginning of 2013, probably earlier, but they're nowhere to be seen. Not that I can blame him since he's running solo.
If you're looking for a Lua framework, your best bet is actually probably gonna be Urho3D. It's SUPER polished and has MUCH more activity and community involvement than Polycode.
Never used it (yet) but from list of features, it is fully fledged C++ 2D/3D game engine with everything you need (networking, 2D/3D physics, sound, scripting, editor, you name it):
I am very curious why it isn't more known.
I've used LibGDX a few times (one published, 3 unpublished demos), and Urho3D primarily for desktop with 2 projects targeting mobile as tech demos. Both had their pros and cons, but neither really did it for me on mobile.
ATM I'm working with HaxeFlixel to create a small project to test it out. So far, it looks like this will be my tooling of choice for future mobile/HTML5 targets.
I am working on an improved editor for Urho3D, with a focus on cross-platform support.
Over the past few weeks I have made several basic variations of the editor, some with OpenGL multi-context support (wxWidgets as the base UI) and some without (Everything within Urho3D).
Multi-context support is a PAIN, and I don't know if it's worth the benefit of having multi-monitor support. Is that something that people generally want in an editor?
You can check out UnrealEngine or Urho3D for an example.
> DT3Kaiser) that implements a card game but the code quality is... lacking. It was done super quick. Again amazing ! can you tell what is the difference between your engine and for example another very good open source engine called :http://urho3d.github.io/
I agree with /u/Suracuss. It is a pity because I really love C++, but it just can't be recommended to beginners if they want to get anywhere.
That being said, if you guys decide to stick with C++, have a look at:
which are IMHO the best open source multi platform game engines available in C++. (Ogre3d being only a render engine, but many complete setups can be found out there)