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Also has a qestion, if Unity the worst, whot is the best? And why most of developers use it? And why their games placed in top of Steam? Hmmmm...
If developers use it, it's because it is easier and probably cheaper but it usually results in a lower quality product.
If you can somehow write a custom voxel renderer and custom collision against voxel volumes then you may get somewhere.
But you've also got to deal with online multiplayer and all the Fun™ that comes out of trying to sync *that*.
The question is this: Are you using notably more than the things I mentioned which will require a lot of custom stuff in order to get them working in Unity? If not, you should roll your own engine.
All the biggest companys use unity, and if u are not programmer, dont know how the games work u shouldnt talk about Unity or some other game engine is bad just cuz u think that.
And excluding the mobile Deus Ex games; two of the games you mentioned are free to play card games, two are free to play shooters, one is a grind-filled survival game and Cuphead is a 2D platformer that certainly doesn't have or need complex 3D physics. So yes most of them are bad.
Unity is simply not good for games that have over tens of thousands of voxels. and none of the games you mentioned have any sort of complex AI and phyics or voxels.
Test2: http://prntscr.com/k2i7q7 200 fps. map size compare to the original aos map
1073741824 voxels: http://prntscr.com/k2iaa9 150fps. But whot if i make a bigger chunk size?
1073741824 voxels with bigger chunk size: http://prntscr.com/k2ic0t 300 fps :) (1024x1024x1024 world size) i think thats enough, cuz aos use 512x64x512 map size.
And of course, i can make perlin noise to generate more "realistic" terrain for map.
Deus Ex proofs: http://prntscr.com/k2i3x3