COCOS2D-X VS COCOS2D-Android for Android game

After using “cocos2d-iphone” in one of my projects, I tried to determine what kind of Cocos2d I should use to install an Android game. My personal pros and cons list:

Cocos2D-X

Professionals: It should be easier to bring the game to iOS, and potentially other platforms

Disadvantages/suspicions: debugging c code on Android (easy or not easy), compatibility of NDK applications with various Android devices (how many problems?), access to platform specific functions (in-app purchases, etc.)

< p>cocos2d-robot

Pros: all Java, easier to set up and access platform specific functions

Disadvantages: must be converted from Java to C or Objective-C for others Platform

Are there any other issues with any option I didn’t think of? If someone made this choice, what did you choose?

Please note that there are two projects with almost the same name: cocos2d-android and cocos2d-android * 1 *. The latter is a branch of the former, and its author is almost dead because of the cocos2d-android project.

At first I had questions about cocos2d-android1 (which seems to be a good job) and cocos2d-x, but the possibility of developing in C (I like a lot) is multi-platform Yes, so I chose cocos2d-x.

I am still trying to learn cocos2d-x.

What I like

>List item
This is a C framework
>You can develop Android, iPhone, Bada, Blackblerry Playbook, Windows and Linux.
Please note that at present, the cocos2d-x team recommends Windows and Linux ports to facilitate your development rather than production.
>It has a Lua binding
>It has a version of Marmalade (a paid multi-platform SDK)

cocos2d-x is used with NDK after version 4. I am currently using NDK r7. You can develop devices that run since Android 2.1 (API 7)

It seems that there are some issues on android 4 -x team will fix any problems they encounter).

You will be able to access platform-specific features, such as in-app purchases, but it comes with a price: you will use JNI for almost all of them.

It is definitely more difficult than putting the jar SDK into the libs folder and calling the Java function directly, but it is feasible.

You can develop on Windows, Linux or Mac. The process of preparing the environment (cocos2d-x target SDK) is different for each operating system you use in your development machine. This is not a problem, because you usually stick to one of them.

Now let me tell you that debugging JNI/Java code is not easy. Why? Because many steps are required to perform this operation, the debugging process is slow.

So the cocos2d-x team recommends to develop all your games for Linux or Windows, after that, everything is up and running, you compile it to Android. This way you will have small problems to solve (if any)

I prefer to develop Android from the beginning.

All in all, I am really happy to use cocos2d-x encoding. The community is very enthusiastic about cocos2d-x and they are very supportive.

In the process of learning, I wrote two tutorials:

> Developing with cocos2d-x for android on Linux, teach you how to use cocos2d-x for Android development environment Prepare
> How to debug cocos2d-x and Java code using Eclipse, detailing all the necessary steps to execute a debugging session.

Greetings.

After using “cocos2d-iphone” in one of my projects, I tried to determine what kind of Cocos2d I should use to install an Android game. My personal pros and cons list:

Cocos2D-X

Professionals: It should be easier to bring the game to iOS, and potentially other platforms

Disadvantages/suspicions: debugging c code on Android (easy or not easy), compatibility of NDK applications with various Android devices (how many problems?), access to platform specific functions (in-app purchases, etc.)

< p>cocos2d-robot

Pros: All Java, easier to set up and access platform-specific features

Disadvantages: must be converted from Java to C or Objective-C for others Platform

Are there any other issues with any option I didn’t think of? If someone made this choice, what did you choose?

Please note that there are two projects with almost the same name: cocos2d-android and cocos2d-android * 1 *. The latter is a branch of the former, and its author is almost dead because of the cocos2d-android project.

At first I had questions about cocos2d-android1 (which seems to be a good job) and cocos2d-x, but the possibility of developing in C (I like a lot) is multi-platform Yes, so I chose cocos2d-x.

I am still trying to learn cocos2d-x.

What I like

>List item
This is a C framework
>You can develop Android, iPhone, Bada, Blackblerry Playbook, Windows and Linux.
Please note that at present, the cocos2d-x team recommends Windows and Linux ports to facilitate your development rather than production.
>It has a Lua binding
>It has a version of Marmalade (a paid multi-platform SDK)

cocos2d-x is used with NDK after version 4. I am currently using NDK r7. You can develop devices that run since Android 2.1 (API 7)

It seems that there are some problems on android 4 -x team will fix any problems they encounter).

You will be able to access platform-specific features, such as in-app purchases, but it comes with a price: you will use JNI for almost all of them.

It is definitely more difficult than putting the jar SDK into the libs folder and calling the Java function directly, but it is feasible.

You can develop on Windows, Linux or Mac. The process of preparing the environment (cocos2d-x target SDK) is different for each operating system you use in your development machine. This is not a problem, because you usually stick to one of them.

Now let me tell you that debugging JNI/Java code is not easy. Why? Because many steps are required to perform this operation, the debugging process is slow.

So the cocos2d-x team recommends to develop all your games for Linux or Windows. After that, everything is up and running and you compile it to Android. This way you will have small problems to solve (if any)

I prefer to develop Android from the beginning.

All in all, I am really happy to use cocos2d-x encoding. The community is very enthusiastic about cocos2d-x and they are very supportive.

In the process of learning, I wrote two tutorials:

> Developing with cocos2d-x for android on Linux, teach you how to use cocos2d-x for Android development environment Prepare
> How to debug cocos2d-x and Java code using Eclipse, detailing all the necessary steps to execute a debugging session.

Greetings.

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