boedy said:
I don't mind the work if it teaches me something new. I like to learn more about the physics behind a game.
Unfortunately, integrating a physics engine doesn't teach much about physics engines themselves, just about how to put middleware together, which can be a difficult thing in and of itself. To know how physics engines work, you have to either write one, or study open source projects, or read books on simulating physics.
boedy said:
Ogre is C++ based isn't it? What would be the key differences in the engines you named comparing it to Ogre.
Well, it's been answered above. OGRE is C++ through and through, but has wrappers in any language you want to use. OGRE's advantage is it's focus. It's pretty much just a rendering and scene engine. It does what it does well, and it doesn't do much else. However, the community backs it up well with a wealth of editors, managers, libraries, etc.
It's also used by people who make game engines. See NeoAxis for example.
OTOH, Unity is great for getting a game up with less of a learning curve, but if you push the envelope, or if you want to do something like high-availability networking, you are up the creek and Unity doesn't make it easy to swap things out.
boedy said:
And how is the community support?
Huge. IMO, possibly the hugest, except maybe for Unity or the Unreal SDK. Torque, while having suffered due to business issues a year or so ago, was pretty big at one time too.
Hyperbole is, like, the absolute best, most wonderful thing ever! However, you'd be an idiot to not think dogmatism is always bad.