As far as vectors are concerned I agree with Ventilator however up to a certain extent I have also got the impression that, generally speaking, 3dgs is more flexible
By the way I mean flexibility in term of gameplay
Ok graphics is important but games are not virtual reality
Interactivity is the key point
I planned to make my first Unity game : An hovercraft race
A Unity member asked how to change the friction factor in the run time
As you realize it would be quite inportant also for me since an hovercraft can move over any type of terrain
Well apparentely in Unity it is not possible
3DGS supplies new commands in any new releases
Unity can do any kind of game and the flexibility is just => than 3dgs flexibility. I use Unity for a year now and i used 3dgs for many years and believe me, the workflow and flexibility are awesome and i never reached any "limit" when i wanted to realize something.
And about the friction. Do you know about Physic Materials? You can create your own physic material with different friction and apply it to different kind of textures or whatever. That could solve your problem