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Which game/physics 2d javascript engine to choose?
Hello. I comprehend the mysteries of developing a game with html5 canvas and javascript, respectively. Before that, I wrote exclusively in native js, and now there is a desire to connect the use of a physical engine to my work. Let's start with 2D. Now at a crossroads between two of them: pixi.js and, as I understand it, phaser.js derived from it. That's actually what you can say about them: advantages / disadvantages, ease of development, availability of documentation, and ultimately which one is better to choose, or advise your option) Thank you all in advance!
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There is no physics in pixi, you need to take a separate engine - Box2D or Bullet. Phaser has physics built in.
phaser is higher level, and unless you are doing something absolutely incredible and hitherto unheard of, it will get you to the goal faster. There are almost more tutorials on it than angular.
For rendering, use pixi.js, but for physics, I would not use any engine. It is better to write physics in native js, but if you know CoffeeScript, write in it, much faster and more pleasantly. If you are too lazy to write physics yourself, use something like box2d or coffeephysics. Pixi also has good documentation, but in English, I don’t know how things are with the Russian version. There is also nothing difficult in mastering, provided that you know technical English. I can’t say much about phaser.js because I haven’t played it much. PhaserJs is more suitable for team development.
www.cocos2d-x.org/wiki/Cocos2d-JS The most ready to use solution. Pixi.js - If you only need graphics, without logic, physics. Phaser - well, it's just arcade games. An isometric RPG with cool logic will be difficult to write on it.
I myself am interested in such a question :) I wrote the animation exclusively on Pixi.js, but now I want to add a reaction to collisions and I have to write my own methods and functions...
I found Panda.js, the code is very clear and many useful functions for me...
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