I\'m having a hard time deciding whether to go with Quartz2D or OpenGL for an iPad game. It will be 2D mostly, but effect-intense (simultaneous lighting effects for 10-30 object
I will only answer Android
related part of your question since I don't have any knowledge regarding Quartz
The biggest difference between OpenGL ES 1.1
and 2.0
is the programmable pipeline In 1.1
there is a default fixed pipeline, but in 2.0
the pipeline changed to programmable so you have to write youw own pipeline even to do some lighting. And there is a lot of time since your question, now Android
supports OpenGL ES 2.0
with its framework API also alongside with NDK
. For the usage rates according to Android
dashboard; 99.8 % of Android
devices support both version 2.0
& 1.1
http://developer.android.com/about/dashboards/index.html#OpenGL
P.S OpenGL ES 3.0
is introduced with Android 4.3
so these rates might be subject to change.
For Cocos2D related question in above answer, Cocos2D-X
uses OpenGL ES 2.0
in Android
so it is also high probable that Cocos2D for Android
uses OpenGL ES 2.0
, too.
use a framework that is cross platform
Cocos2d for android: http://code.google.com/p/cocos2d-android/
Cocos2d for iphone:
http://code.google.com/p/cocos2d-iphone/