Hi Pedro,

since a few days AndEngine now also has a full scenegraph api, not
more only a Scene->Layers->Entities hierarchy.

Besides that I can agree what Mario said.
AndEngine will probably be a bit more time-efficient, where libGDX
will make it easier for you to squeeze the very last bits of
performance out of your hardware. (Still not impossible with
AndEngine, but libGDX kind of gives you easier access to lower-level
possibilities.)

Best Regards,
Nicolas (<-- the AndEngine guy)

On Dec 23, 4:12 am, Mario Zechner <[email protected]> wrote:
> 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
>
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