Wednesday, December 22, 2010

[android-developers] Re: Libgdx vs. andengine

I prefer to use libgdx ,it's a good job if it has more document and
tutorial

On 12月23日, 上午7时49分, 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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