Cocos vs AndEngine for android [closed]

天涯浪子 提交于 2019-11-29 10:31:49

Both engines supprot loading TMX map quite easy and input from D-PAD. So if your requirements are only that, there is no big difference. Just use what you familiar with.

vgonisanz

Cocos2d-android don´t have support anymore. You must use cocos2d-x, cross-plataform, use JNI to use c++ code. More info HERE.

Cocos2d-x is great to create games, but i have not use AndEngine never.

Libgdx      : Java (Good documentation/Sample example)
                   (Android/iOs/3D support also)

Cocos2d-x   : C++  (Good documentation and Sample example)
                   (Android/iOS/window/bada/blackbarry/etc/3D supports)

AndEngine   : Java (Documentation is **OK** but bit of issue )
                   (Android)

Cocos2d-android : Java (bIT of documentation/ easy to use )
                       (Almost dead only android)

If familiar with java choose LibGdx OR cocos2d-x for C++.

I recommended that you should choose cocos2d-X

I started with Cocos2d-android as it appeared a better option , but after a while I was shocked that I could not find any tutorials for Cocos2d-android

either go the Cocos2d-x-android , or take AndEngine I never tried Cocos2d-x-android , but I can confirm that AndEngine is pretty good and got lots of examples and enough tutorials to get you started [AndEngine lacks documentation though .. but that won't be a problem if you started with the official examples]

Edit: AndEngine is kinda dead now

There are a hell lot of bugs in AndEngine... i had first the same dilemma of choosing one thing over other but my options include libgdx,andengine and cocos2dx...

Though libgdx is a framework but its the most powerfull of them all and you can go very deep in the code (u might create some extraordinary events)...but for a beginner like me thats a tough one as i have no experience of game programming (also the kind of easy docu given at its site allures you to use it but after a while when you want to create something of your own you are puzzled).. But the best performance is guranteed !!

Next comes the AndEngine ..excellent work doen by Nicolas..but alas the bug count is ever rising and there are not consistent results around the devices..its one of the major drawback..you can avoid bugs but when performance is hitted hard you have no option but to leave it !!

Cocos2d-x(this is what AndEngine without bugs and good-performance would be like in the future).. but the only drawback with cocos is the programming on not-a-mac OS...you dont have the usual code completion and tiny-miny features which are programmers essentials these days..but for performance and bug-resistent coding we have a runner-up to libgdx !!

For Android, I would highly recommend LibGDX: native, good documentation, and large community/forum.

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