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Agent_Smith2011-09-20 10:55:18
Mobile development
Agent_Smith, 2011-09-20 10:55:18

Choosing a cross-platform mobile engine for game development?

Purpose : development of cross-platform games for mobile phones.
Main target : iOS (iPhone/iPad) and Android, support for Windows Phone 7, Symbian, Bada will be a big plus.
Task : the fastest and most convenient game development, the price of the engine does not play a role. From games, presumably 2D arcades, casual games. It should be possible to display ads, support multiplayer and integration with Game Center (iOS) / OpenFeint, sharing in social networks. Access to the Native API would be a big plus. A large number of 3rd Party Tools, plugins and developments that speed up the development process is also highly desirable.
At the moment there are two contenders: Corona SDK and Unity 3d. Both have both pros and cons. I heard the development of 2D games on Unity requires quite a lot of effort, for which we get desktop and web versions in return!
In general, diskas. Pros, cons, pitfalls. There may be other good alternatives that I have missed.
ps Topics "Choosing a multiplatform engine for developing mobile games 1.2" watched. But in them the topic is not very disclosed, they are more interested in the experience of using it in real projects.

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4 answer(s)
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Agent_Smith, 2013-11-27
@Agent_Smith

In general, then we settled on Corona, made a couple of games, suffered terribly because of bugs and platform limitations, bought an enterprise version, but still did not solve all the problems. In general, we switched to Unity and are very happy to this day.

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Zigmar, 2011-09-20
@Zigmar

I use Marmalade:
+ Fast
+ Supports a bunch of platforms (of course, not including WP7, since there is still no NDK there)
+ Wrappers for many system services
+ You can write native modules for major platforms
+ Compiles in a click for all platforms
+ Standard C ++ , almost any standard libraries are easily screwed.
+ There are already a set of ready-made ports of libraries and engines (Box2D, chipmunk, ODE, boost, cocos-x, etc.)
+ - Relatively low-level (partly compensated by third-party libraries)
- Very weak gui library, despite the announcement about the fact that you can write not only games on it - their gui library is not suitable for at least something serious.
- Some things tied to the system (for example, splash screens) are quite difficult to make so that they work equally well everywhere.
— Quite an expensive license
In general, I'm satisfied. I did the first two projects on a bare SDK, but in fact I had to write the game engine myself. For the next one, I think I'll try using cocos2d-x as the top level plugin.

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fata1ex, 2011-09-20
@fata1ex

You can see materials on Dmitry Zhestilevsky's report from Yet Another Conference . They at Yandex, when creating mobile Panoramas, used OpenKODE with many of their crutches. You can't call rapid development, but experience can be useful.

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LibrarianOok, 2019-12-14
@LibrarianOok

I advise you to pay attention to the Godot engine.
https://fr.flossmanuals.net/godot-game-engine/_dra...
https://godotengine.org/showcase/
There are no cons at all. If you need some kind of exotic functionality, it can be easily implemented on the C side, fortunately, the engine is open source.
The question of price - well, if you have money, you can donate: https://godotengine.org/donate

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