Cool. Let me know how it went. Good luck, have fun!
On 23 Dez., 03:44, Pedro Duque <[email protected]> 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 <[email protected]> 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 <[email protected]> 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 > > > -- > > You received this message because you are subscribed to the Google > > Groups "Android Developers" group. > > To post to this group, send email to [email protected] > > To unsubscribe from this group, send email to > > [email protected]<android-developers%2Bunsubs > > [email protected]> > > For more options, visit this group at > >http://groups.google.com/group/android-developers?hl=en -- You received this message because you are subscribed to the Google Groups "Android Developers" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [email protected] For more options, visit this group at http://groups.google.com/group/android-developers?hl=en

