"And Unity it's not also the best 3D engine, but it totally different in terms of Workflow..."

And thatīs nice.
Imagine every engine relies on the same basics - this would be pure horror to me.
Mostly I do it the other way around: Prototyping in Unity, production in A7.
Why?
Because I have access to some low level functions, that are as much as important as "AAA+" grafics and workflow.

As example: When you want to make a simple breakout clone in Unity, the community advise you
to use physics.
Wtf? This leads to a lot of overhead in the final product, just for a bouncing ball...
Not very staightforward if you ask me.

Same goes for some rather basic challenges. Insteat of giving the direct access, a lot of engines are using nested objects.
They take a sledgehammer to crack a nut.

Some time ago, a lot of users were crying about the fact that you can use realtime reflections only in A6 Pro. Now they are a commercial feature. And nothing has changed.

In fact I like Jclīs approach not to jump on every bandwagon.

Bsp is another example. For one of my current projects, I canīt think of a better scene management.

Itīs like saying: No one needs a PC, just because there are some Mac users.

I donīt want to defend any engine - just consider different requirements.
A lot of developers donīt use engines like T3D, GS or Unity - insteat of that they are writing
their own. And guess what: Often this is the best solution for them.

My conclusion:
!Each Master to his own technique!



no science involved