As it currently stands, this question is not a good fit for our Q&A format. We expect answers to be supported by facts, references, or expertise, but this question will likely solicit debate, arguments, polling, or extended discussion. If you feel that this question can be improved and possibly reopened, visit the help center for guidance.
Closed 10 years ago.
I just want to know, that in the long run, using which of these engines will be better. Although I feel that using Cocos2D will be a better option, as it can also be used for iphone development, there's just 1 tutorial http://dan.clarke.name/2011/04/how-to-make-a-simple-android-game-with-cocos2d/ which I've found so far.
libgdx, on the other hand has a complete book.
I will suggest libgdx too. It looks more promising than AndEngine.
I've tried both Andengine and libgdx. Have not tried cocos2d. Andengine performed really poorly. The main advantage I get with using libgdx is that you can run your app on the desktop rather than on an emulator or device, which makes iteration times much faster, which is essential for game development. If cocos2d can do this, then I think it's fair to use, but rapid iteration is definitely what sets libgdx apart from Andengine.
i'm currently developing a game and i started with cocos2d. I struggled with it's coordinate system. Then i tried AndEngine, it was nice, but i was afraid of performance. So i switched to libGDX and im happy with it. It might look a little low level, but i think that you'll switch from other engines to libGDX eventually.
I am a newbie to both android game develop and libGdx.
By my 3 month experience, libGdx is quite fun.
Lots of demo, not bad document, and forum.
And Coco2d seems stop developing and the main developer has changed to use libGdx.
So I guess libGdx maybe a better choice.
Consider using AndEngine. From a short look at libgdx, they seem similiar (Although AndEngine is 2D only). However, AndEngine has everything you need for a 2D game. The only thing it lacks is documentation, but it is open source - if you don't get something, take a look at the code.
There is an active forum here, and there is also a SO tag for AndEngine, so you can ask questions here too.
It also has many extensions for useful add-ons, like the physics engine Box2D which is a 2D cross platform physics engine used for many well known games (For example, Angry Birds uses it). It also supports TMX tiled maps, with a pretty easy interface (Actually that's the game I'm developing now, it's really easy to use the AndEngine TMX utillities).
So.. before you pick one of cocos2d or libgdx, take a look at AndEngine :)
#Greg That's not true...
It is easy to learn and good documented engine
There is almost no javadoc at all. But the forums are full with tutorials, and so is the web.
EDIT: From your comment at Greg's answer, if you are looking for easy developing, AndEngine is a good choice. From taking a look at that's cocos2d tutorial code, it seems much more complicated and less intuitive than AndEngine's code.
I am currently using libgdx for the box2d physics and also cocos2d for drawing and scenes. It is very useful and I highly recommend it.
andengine is only use for student,it easy to learning,hava alot of example but the performance very terribel,and it can not fix. :( if u continue using andengine for developing commercial game,u will be disapointed
Related
Closed. This question needs to be more focused. It is not currently accepting answers.
Want to improve this question? Update the question so it focuses on one problem only by editing this post.
Closed 5 years ago.
Improve this question
I want to create a game for Android and want to try something new.
I really love python and want to use it for developing an Android game.
Game is not simple, it would be 3D RPG game. I found Kivy Crossplatform Framework and PyGame. I really liked both but I'm not sure if Python would be the right for me.
Is it easy to deploy python games on android?
Can Pygame handle 3D action game on android?
I don't think there is a python solution with strong 3d support at the moment, and certainly not with strong ready-rolled tools to make a complex 3d game easy.
Basic pygame doesn't really have 3d support - you can see this previous question for some specific answers, but essentially it's mostly a wrapper for the 2d sdl graphics library. Of course you can do pseudo-3d by managing all the 2d projection yourself (expect this to be slow though), and I think in principle you can directly call opengl and display the results (there are a few examples), but pygame doesn't offer much help to you there.
Kivy works by doing everything in opengl, and in principle does support access to the 3d opengl es api, including fully three dimensional vertex manipulation, as well as shaders etc.. For instance, one of its examples is a 3d rotating monkey head. However, in its current state the framework works almost entirely in 2D, there is no abstraction of apis like camera, lighting. It should be possible to add them with enough effort and there has been a little work on it recently, but it doesn't exist right now. You can do a youtube search for kivy 3d for some simple examples of 3d stuff in kivy. On the flip-side, kivy is quite powerful and easy to use for deploying python apps on android, so that part at least is covered.
So, neither of these provide all the tools you need for a complex 3d game, though I think kivy is closer. If anything, your best bet might be to integrate kivy with an external graphics library if possible. For instance, this video shows a kivy app using the pandas 3d game engine for a fully 3d interactive city model in a museum. Something like this might let you do what you want on android, but I really don't know (it's just conjecture), and even if it's technically possible there would be lots of complexity on the way like integrating the library with kivy and compiling it for android - if the latter is even possible.
I don't want to sound pessimistic, but I think none of this is an easy project. However, I also don't have a strong idea of what would be involved if just using java and an existing popular game engine, and I don't know a lot about the details of kivy's opengl potential. If you're interested I suggest asking at the kivy mailing list or irc channel - even if you get the same answer, you can probably get someone who can answer more confidently than me!
There is also Ignifuga, but it's only for 2D games.
I think you should go with javascript+HTML5 instead, there are so many libs for games dev.
As it currently stands, this question is not a good fit for our Q&A format. We expect answers to be supported by facts, references, or expertise, but this question will likely solicit debate, arguments, polling, or extended discussion. If you feel that this question can be improved and possibly reopened, visit the help center for guidance.
Closed 10 years ago.
I'm looking into doing some Android app development, just for my own pleasure. I've taken a look at some of the developer articles, the basics etc, and it really sounds like there's a hidden basic assumption about one's prior knowledge in relation to app development.
A lot of what was talked about, even in the basics, seemed to go over my head. I'm relatively new to programming, I've mainly done C++ and a little Java. I've not gotten fully into object oriented, still just doing basic programming.
Honestly, I'm a little overwhelmed as where I need to go next in order to make this work. So what direction can you give me in terms of what to learn first. I get that Java will be a big part of it, but is there anything else that would help?
Thanks,
Andy.
The three big things that you need, in terms of background, are:
Java programming
XML
Experience with widget-based UI models (i.e., pretty much anything other than low-level HTML/CSS/JS stuff)
The specific sorts of stuff in Java that you need include:
Language fundamentals (flow control, etc.)
Classes and objects
Methods and data members
Public, private, and protected
Static and instance scope
Exceptions
Threads and concurrency control
Collections
Generics
File I/O
Reflection
Interfaces
Those will all be covered in any decent Java book/course/mind meld from a friendly Vulcan. Those resources will probably go into other stuff as well (Swing, servlets, etc.) that will not typically be relevant to Android.
You should start at the very beginning.
Follow the 'my first app' tutorial step-by-step here, and if you don't understand a word or term or the code, google it. I'd even suggest you re-type the code rather than copy-pasting, so that you actually think about what each line is doing and get some practice debugging what you do wrong.
You should also read and understand about activities as a minimum, but all of the headings under 'app components' are very relevant.
First and foremost, you should be conformable enough with java so that you can easily understand the sample codes. OOP plays a major part and I believe you are going to have a tough time otherwise if you are not fluent with it, as it going to be the building block for Android programming.
And then when you get into the Android part, grab a decent book and follow it as your bible. Don't just skip the theory and start with coding as you would need to have your basics clear. The documentation is going to be your friend as long as you are in Android development, so make sure that you don't hesitate to look things up there. When you download the SDK, there are a lot of sample projects given there and they would provide you a lot of help too.
Once you get into the development, you would find that there are a lot of generic code available online and even Stack Overflow has a plethora of questions on Android.
My suggestion to you would be to get your foundation in java and then start making your own application, because learning hands-on is the best way to do so. Start with small and simple ones, preferably those that are explained in the book that you would be following. Try your hands on the applications and if you get stuck, post here and help would be provided readily.
Note :
This a series of awesome video tutorials. Starts from the very basics and takes you to much higher levels, explaining everything that is happening. Very helpful.
Good luck with Android! May the Droid be with you!
Basically it's all about java + some kind of specific xmlish declarative language.
I guess java as a basis is enough because everything else is more android specific.
One answer here
How do you know if you would understand android with your current knowledge?:
Android Training Skim through code there, if you are able to understand it, that means all you need is java, and some xml layout stuffs.
You can start with these tutorials, in this question:
Online Android Development Tutorial / Beginner's Guide?
Then, as you get more comfortable, familiar, start to look at the sample programs.
There are few tutorials which start with basic. probably you want to have look into it. Before going through these tutorials read about the Android architecture and you are good to go.
Some of the Android basic tutorial.
developer.android.com
Vogella.com
myong.com
Closed. This question needs to be more focused. It is not currently accepting answers.
Want to improve this question? Update the question so it focuses on one problem only by editing this post.
Closed 7 years ago.
Improve this question
I would like to start developing a 2D game for Android, but i haven't got the slightest clue where to start. For instance, how are the Angry Birds games developed? I'm guessing it's a 2D engine or something?
Can anyone shed some light on the matter? Anything is appreciated as i have zero ideas on where to look first.
I've used AndEngine extensively and I really like it BUT
2D games - unless you have something really, really complicated in-mind (lots of physics and collision detection), I'd recommend you consider creating them in plain old HTML (HTML5, to be specific).
Why?
Because HTML5 works pretty-much everywhere and there are some really decent toolkits for making more complex stuff (including level editors and basic physics stuff).
Moreover, you can convert HTML5 into Apps for both Android, iOS and other platforms - e.g. your game will work pretty much everywhere with minimal extra effort. Using tools like Cordova(phonegap) even allows you to access things like cameras and tilt sensors in Apps created from your HTML5 code (Dolphin Browser on Android even allows those apps to run in the browser!)
If you do want fancier stuff, Corona is pretty decent and easy to learn and cross-platform too - and Andengine is great if you're happy to be stuck on Android!
I recommend LIBGDX
http://libgdx.badlogicgames.com/index.html
Open source, java, cross-platform, good support for Open-GL, lot's of examples and a good community.
Yes, Angry Birds was developed on its own 2D engine. I recommend to look at these engines:
Corona SDK - really simple crossplatform(!) engine. Nice one to start.
AndEngine - havent any type of documentation, but there are a lot of references and useful extensions, including Multiplayer. Good community
Marmalade (AirPlay SDK) - really powerful, but complex engine. Many hits were made on it
Also you can use Unity3D with 2D extension. Its awesome engine.
Good luck with your beginnings ;)
Persnally, To Get started with your first 2D game, Don't straight away start with a Game Engine or 2D Frameworks.
Here's a Game that I developed with just the bitmap manipulation logic and a java thread to run the game.
Parachute Penguins
https://play.google.com/store/apps/details?id=com.positivesthinking.parachutepenguinsfree
Create a Java thread that serves as a game loop.
Make use of SurfaceView and manipulate bitmaps and with onClickListeners you can achieve a simple 2D game.
Go for Game Engine and Frameworks once you are comfortable with it.
I'd recommend AndEngine. They have a really good forum plus their example code is pretty much self explanatory.
If you're looking for a headstart, follow this tutorial.
Go for AndEngine!
Felgo (felgo.com) offers several tutorials for any skill level. It's a cross-platform 2D game engine.
There is already an open-source Angry Birds clone that was made with Felgo.
It also also comes with ready-to-use game templates for the most successful game genres like tower defense, platform games or puzzle games and provides reusable components for handling multiple display resolutions & aspect ratios, animations, particles, physics, multi-touch, gestures, pathfinding and more to prototype and build games within days API reference.
It is all well documented!
Try here, this helped me loads: http://www.javacodegeeks.com/2011/06/android-game-development-tutorials.html
I already answered similar question in another post: Android 2D game development without an engine
I posted a tutorial at http://www.youtube.com/watch?v=PnnHGCKrIzw
Assuming that you are familiar with Java, Eclipse (or similar compiler), Google API, etc. Here are the steps to build a full-blown 2D Android game:
Use drawable-nodpi for sprite images (gives sprite size consistency
across screen densities and sizes)
Use different layouts to support various screen sizes (e.g.
layout-large, layout-xlarge, etc...)
Use TranslateAnimation and ObjectAnimator to animate sprite movements across screen
Use math to figure out sprites collision (e.g. screen coordinates
and sprite location etc.)
Use handlers and condition statements to control the game events
You can test the outcome of following the above guide to developing a 2D Android game by checking out the game Yum Yum Pow available on Google Play. The free limited version is available also on Google Play and can be downloaded at:
https://play.google.com/store/apps/details?id=com.wildroid.yum.yum.pow.limited
Closed. This question is opinion-based. It is not currently accepting answers.
Want to improve this question? Update the question so it can be answered with facts and citations by editing this post.
Closed 9 years ago.
Improve this question
I want to make a game using Tiled Map Editor and I want to move the character around using a D-Pad for moving the character
So I'm wondering which Engine would be better
AndEngine or Cocos2d
Keep in mind i'm a beginner at this so I'd like to stare at a lot of tutorials. :-D
Thanks
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.
Cocos2d-android donĀ“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.
I'm a newbie when it comes to Android Game Development and I have a few questions, that may be stupid or childish for some.
First, which is in the title, is AndEngine a game engine or a library? I've read different posts from the net which has different views and answers.
And, without using AndEngine, let's say I used the libgdx, will a newbie like me in Android Game Development create a decent game within 5-7 months?
Thanks in advance. :)
As the site of AndEngine says it is indeed an Android Game engine. For the second part of your question I don't have information or something like that so I'll let it over to other people to discuss about that.