So in my quest to find an open source 3d game engine for my project i've finally decided that i need to choose between either Torque3d or Urho3d. Both seem quite capable and torque has great tools and a lot of shipped titles which is a huge plus IMO for any engine as it shows it isn't just some fancy toy. Urho does not have any shipped titles that i'm aware of and the tools are either lacking or just not very good. However, urho is pretty straightforward to program as it follows the entity-component paradigm and since i have a programmer background it feels even better because urho is very programmer-centric. Torque has torquescript, which is fine but i still don't get the whole client/server thing everywhere. For a game that is supposed to be single-player only, it's quite confusing what needs to be server-side and what needs to be client-side.
So for people who are much more familiar with the engine, how difficult is it to make a game with torque that is NOT a multiplayer first person shooter? I ask this because looking at torque, i like almost everything about it except for the way it's supposed to be scripted/programmed. Programming is a significant portion of every game but it seems kind of foolish to make a decision based on that alone since there are a lot of other important parts to making a game as well. The game i have in mind is first person with little to no shooting and mostly taking place in one persistent but small level/world. I'll be the only person working on this project but i might involve other people in later stages for better models/music etc. I've made small games/demos before in other engines and dabbled with opengl a bit as well but never shipped a commercial title which is why i still have a lot of holes in my knowledge.
Would you suggest sticking with torque and learning more about it and it's internals until it all "clicks" or would urho be a better option since it seems easier to get started with?