So far there are some issue with almost all the 3d engines. I've spent some time to test a lot (and I've registered a bunch!), here is my opinion about the possible choice for BMAX as of today.
6/10 : TV3d : http://www.truvision3d.com : the beta is hard to use because of the lack of information (need to browse the forums). The video are great, but the examples are ridiculous. The water is very very far from AAA games released 2 years ago (Farcry?) Also it is not stable, the terrain need to be re-written to be more shader friendly. Also it is more adapted to VB6, or .NET, most of the samples are written in these languages. AS of today, you cant release anything made with the BETA, and there is no final release date...Maybe in 6 months?
7/10 : Torque : http://www.garagegames.com : the shader version is going close to the final but there is still no shadows (stencil). Also Torque is made to run with the Torque script that is not fast. So if you want to do something a little bit more complicated you need to change the basic source code that is +500 000 line of code. Programming Torque is a little bit like modding HL2, but the HL2 engine is much better and free. The new terrain with Torque is mindblowing, well I can't say more because of the BETA status, but wow!
7/10 : 3Impact : http://www.3impact.com : it is easy to use, and well supported by Bmax. but there is no terrain (well octree, or adaptative terrain for doing huge spaces), no water and you can't create your own shaders!!! Frustrating...
9/10 : Irrlicht : http://irrlicht.sourceforge.net : nice engine, maybe the best when the new wrapper version (1.1) will be upgraded. This engine seems to be the most complete so far, it supports a lot of formats, has a great terrain engine, supports all shaders, use global shadows ...
5/10 : Renderware : http://www.renderware.com : a little bit old, the tools are awful and is more designed to be used from C++ (the v 6)...
6/10 : Orgre : http://www.ogre3d.org : too complicated so it is almost impossible to maintain a wrapper. Use too much callbacks, made to be used from C++, with inheritance and classes.
4/10 : Crystal Space : http://www.crystalspace3d.org : this engine was very promising 2 years ago, since 2004 nothing interesting has happened to this engine, due to its complexity : you need 165 DLL in order to run it!!! Who want to make a wrapper for that engine?
6/10 / : C4 Engine : http://www.terathon.com/c4engine/ : this engine seems very interesting, but the license is 100 USD and you can't be signed with an editor. weird license BTW. There is a nice editor with scripting, and support for all shaders, good shadows, sound, network. Ony one small DLL seems to be the core of the engine, no one did a wrapper on it? Btw in the forums, people seems to complain about the lack of features, no LOD, no huge terrain, well it seems to be in alpha stage rather than in release as they pretend to be.
6/10 : Appocalyx : http://apocalyx.sourceforge.net/ : I've always liked this engine, because of its specific features. Flags, clothes simulation, but it can do terrain, water, and a lot of things. Now it is free and with its source code. But hard to do a wrapper on it because it uses the lua script engine.
6/10 : Nebula 2 : http://www.nebuladevice.org/ : promising in 2004, dead since 2005, scriptable through Tcl/Tk, Python and Lua, but not thru BMAX... in my opinion depends too much on GPL and external dependancies, too complicated to make a simple wrapper on it.
If you have experienced some engine (the reality engine?) please tell us if you think it is suitable for BMAX?
6/10 : TV3d : http://www.truvision3d.com : the beta is hard to use because of the lack of information (need to browse the forums). The video are great, but the examples are ridiculous. The water is very very far from AAA games released 2 years ago (Farcry?) Also it is not stable, the terrain need to be re-written to be more shader friendly. Also it is more adapted to VB6, or .NET, most of the samples are written in these languages. AS of today, you cant release anything made with the BETA, and there is no final release date...Maybe in 6 months?
7/10 : Torque : http://www.garagegames.com : the shader version is going close to the final but there is still no shadows (stencil). Also Torque is made to run with the Torque script that is not fast. So if you want to do something a little bit more complicated you need to change the basic source code that is +500 000 line of code. Programming Torque is a little bit like modding HL2, but the HL2 engine is much better and free. The new terrain with Torque is mindblowing, well I can't say more because of the BETA status, but wow!
7/10 : 3Impact : http://www.3impact.com : it is easy to use, and well supported by Bmax. but there is no terrain (well octree, or adaptative terrain for doing huge spaces), no water and you can't create your own shaders!!! Frustrating...
9/10 : Irrlicht : http://irrlicht.sourceforge.net : nice engine, maybe the best when the new wrapper version (1.1) will be upgraded. This engine seems to be the most complete so far, it supports a lot of formats, has a great terrain engine, supports all shaders, use global shadows ...
5/10 : Renderware : http://www.renderware.com : a little bit old, the tools are awful and is more designed to be used from C++ (the v 6)...
6/10 : Orgre : http://www.ogre3d.org : too complicated so it is almost impossible to maintain a wrapper. Use too much callbacks, made to be used from C++, with inheritance and classes.
4/10 : Crystal Space : http://www.crystalspace3d.org : this engine was very promising 2 years ago, since 2004 nothing interesting has happened to this engine, due to its complexity : you need 165 DLL in order to run it!!! Who want to make a wrapper for that engine?
6/10 / : C4 Engine : http://www.terathon.com/c4engine/ : this engine seems very interesting, but the license is 100 USD and you can't be signed with an editor. weird license BTW. There is a nice editor with scripting, and support for all shaders, good shadows, sound, network. Ony one small DLL seems to be the core of the engine, no one did a wrapper on it? Btw in the forums, people seems to complain about the lack of features, no LOD, no huge terrain, well it seems to be in alpha stage rather than in release as they pretend to be.
6/10 : Appocalyx : http://apocalyx.sourceforge.net/ : I've always liked this engine, because of its specific features. Flags, clothes simulation, but it can do terrain, water, and a lot of things. Now it is free and with its source code. But hard to do a wrapper on it because it uses the lua script engine.
6/10 : Nebula 2 : http://www.nebuladevice.org/ : promising in 2004, dead since 2005, scriptable through Tcl/Tk, Python and Lua, but not thru BMAX... in my opinion depends too much on GPL and external dependancies, too complicated to make a simple wrapper on it.
If you have experienced some engine (the reality engine?) please tell us if you think it is suitable for BMAX?

