Wednesday, December 22, 2010

[android-developers] Re: Libgdx vs. andengine

Cool. Let me know how it went.

Good luck, have fun!

On 23 Dez., 03:44, Pedro Duque <pmdu...@gmail.com> wrote:
> Mario,
>
> thank you for your informed and quite complete post.
>
> My main concern is that I don't want to divert too much from Android
> concepts and I'm afraid that using Lidgdx will lead me into new and strange
> concepts from Android while AndEngine is more "integrated" with Android way.
>
> Anyway I'll follow your suggestion: I will try to evaluate both to get an
> hands on decision (maybe I'll blog about the experience).
>
> Thank you,
> Pedro Duque
>
> On 22 December 2010 23:49, Mario Zechner <badlogicga...@gmail.com> wrote:
>
>
>
>
>
>
>
> > Full disclosure: i'm the developer of libgdx.
>
> > I think both have it's merits. Andengine will get you up and running
> > faster than libgdx but is less flexible and slower in terms of
> > rendering speed. It has a couple of nice features though that libgdx
> > doesn't have (and vice versa).
>
> > Libgdx is not a game engine like Andengine but more like a framework.
> > We also have a fully functional 2D scene graph which is a tad bit more
> > powerful than Andengine's layer concept. The downside is that you'll
> > have to code custom nodes yourself. As a scene graph is most often
> > overkill we also let you go a little bit more low level. Look into
> > SpriteBatch and SpriteCache. And if you want to go fullblown OpenGL ES
> > that's possible as well, nothing will interfer with your code :)
>
> > Apart from that i'd say that you shouldn't overlook the cross-platform
> > feature. If you don't want to deploy your game on the desktop that is
> > totally fine. However, you can benefit from the extremely fast
> > development times as you can code/run/debug on the desktop for 99% of
> > the time instead of having to wait for the slow installation of every
> > new apk you produce. Think of it as a lighting fast replacement for
> > the slow emulator.
>
> > We also have full javadocs, full 2D and 3D example games and are
> > currently also creating wiki articles to help users out.
>
> > Again, Andengine is really cool so i won't tell you to ignore it. It
> > has a lot of stuff going for it. It uses our box2d wrapper and vector
> > classes as well (among other things), so the physics are nearly
> > identical. I just added a new feature today that was missing so far:
> > box2d raycasting. I don't know when Nicolas will synch with upstream.
> > That shouldn't keep you from using Andengine though.
>
> > Evaluate both, they both have a pretty minimal setup cost and should
> > be straight forward to get into.
>
> > Ciao,
> > Mario
> > (http://www.badlogicgames.com)
>
> > On 22 Dez., 05:34, Pedro Duque <pmdu...@gmail.com> wrote:
> > > I'm starting a new Android project and I need an opinion. The project
> > needs a 2d physics engine and OpenGL.
>
> > > I looked into libgdx and andengine and both seem to fit although I don't
> > think I'll need the cross platform features from libgdx.
>
> > > Which one is more suitable? Advantages/disadvantages? Opinions?
>
> > > Thank you,
> > > Pedro Duque
>
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