Quartz 2D or OpenGL ES? Pros and cons in the long term, possibility of migration to other platforms

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执念已碎
执念已碎 2021-02-06 13:16

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

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  • 2021-02-06 13:26

    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.

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  • 2021-02-06 13:31

    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/

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