SourceI'm currently developing with Cryengine using the Cryblend exporter. I'm almost considering developing a little sample version of glest running on Cryengine. They only 1 thing that the Glest engine has over Cryengine, is that it's open source. Although in Cryengine this doesn't really matter because C++ plugins, Lua scripts and even in-editor flowgraphing can manipulate the engine to an unbelievable degree. I made a ledge climb entity, a hud, money system, and more all just with flowgraphing(which is the least powerful method by far).
Benefits of Cryengine?
-Everything is real-time.
-Support for the most advanced DX11 features(realistic shadows, tessellation, displacement mapping, and more).
-Extreme optimization. I placed down 3200 rocks that I made and I still had over 60fps on my laptop. That was about 700,000 polygons, with normal mapping, DX11 shadowing, and real-time GI.
-Advanced physics: Ragdoll, rigidbody(particles can even use this), rope(rope bridge, leaf of vegetation, rope hanging from character), cloth(placed as an entity or attached to a character), wind, rain, mass particle physics from basic collision to full rigid-body.
-Editor: All maps could be made and tested instantly.
-Vegetation system: There would be no cell limit to stop you from creating truly dense and realistic forests, that look and perform much better. Not to mention that physics could be added to the bushes and grass to make them react to wind and physical entities.
-Lighting: All lights in Cryengine are dynamic and destructible, it can be point, ambient, spot, area and more along with fully custom lens flares for each and every light.
-Sky: Cryengine can do a photo-realistic sky. Plain and simple.
-Characters: Could be done the same as glest using a .cga instead of a g3d. OR they could be done with full IK systems(means feet actually interact realistically with the ground) and exported as .skins and .chrs with fully custom body parts and texture changes on the fly.
-PBR: Many times beyond what Glest has, this feature is coming to the FreeSDK with Linux support(or before it). Physically Based Rendering uses real physical values to create much more realistic looking material and light interaction.
-Water: On the lowest setting the water can be flat with basic sky reflections and flat refractive ripples generated upon physical interaction(from ANYTHING). On the highest setting you get either paralax 3D waves or DX11 tessellated waves with automatic foam creation, water caustics(can be caused by water interaction ripples too), tessellated water ripples, reflections, refraction, subsurface scattering. Water volumes are also available to compliment the ocean with most of the same abilities and settings. And again to compliment those there is a river tool.
-AI: Cryengine has amazing AI, with a lot of options and great pathfinding abilities.
You may think I mention this just for the graphical abilities it would present, but honestly Cryengine could do a lot more than the Glest engine in any other field. Look at Crysis 1, 2, and 3. If you're still not impressed, look at Star Citizen and what they're doing.
Now for the porn:
Cryengine 2012Cryengine 2013(Crysis 3)Cryengine 2014(Ryse: Son of Rome)