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Cocos Creator vs Cocos2d-x – cocos2d-x


Good day Cocos group,

Questioning how many individuals utilizing Cocos Creator vs Cocos2d-x. Would love to listen to who makes use of what and why.




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I take advantage of cocos2dx just because I like to code from scratch with out having to take care of editors.
Additionally my space of curiosity is c++ and there’s no plan so far as I do know to permit coding in c++ in cocos creator.
I learn some threads of how you are able to do your scenes in cocos creator with the instruments it present after which export to c++ however it’s not an interesting workflow for me. I might have thought-about utilizing cocos creator if c++ was accessible “natively”, however I don’t suppose it’ll occur.



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I’m utilizing cocos2d-x additionally primarily as a result of its C++ assist which I’m most and skilled in.
Additionally I can modify & modify the engine whereas Cocos Creator is closed supply (undecided if it nonetheless is?)

I’ve been utilizing Cocos2dx from final 10 years, and just lately switched to Creator.
Due to no replace to 2dx and my major goal platform is cell so replace is required for up to date assist.
Switching to TS from C++ was no large deal.
All my very own present native-wrapper is working in Creator so no fear for that.
Additionally editor provides a lot ease to advanced UI stuffs and lot of different performance as properly.
You may modify C++ code in Creator although however its not that simple.

I’m in the identical boat, for many 2D video games that indies will make, code will likely be higher than WYSIWYG if you know the way to code.



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Positively that, the group can assist Cocos2d-x lengthy after anybody else.

What are the professionals and cons in your eyes of utilizing the creator?

From my viewpoint
execs:

  1. If you’re coming from Cocos2dx then primary engine structure is identical, so that you dont should be taught from scratch
  2. UI turns into very simple
  3. Asset Bundle is plus level
  4. Widget & SafeArea element makes simple to deal with multi-resolution with notch
  5. Simulator provides many inbuilt choices
  6. HTML5 output
  7. Add pure JS lib for native as properly
  8. You can also make small 3D video games as properly
  9. Nonetheless you’ll be able to modify C++ engine simply
  10. You may modify TS engine as properly
  11. Nonetheless you’ll be able to simply add Android/iOS code and talk instantly from TS
  12. When you have outdated Android/iOS native code then you’ll be able to reuse the identical
  13. You may create a number of build-task for ease.
  14. Prefab is nice if you know the way to make use of it to minimal efforts.
  15. Inbuilt Animation element
  16. And way more

cons:

  1. You may modify C++ engine however if you wish to add pure C++ lib then its robust (however potential)
  2. You can also make extension however its very onerous
  3. Can not use customized macros identical as C++
  4. Measurement of APK improve examine to 2dx if that issues
  5. You wont really feel that you’ve got full management of the engine

Is there a manner to make use of the cocos-engine/native solely as C++ library? Or did anybody tried?

I work with cocos2d-x and want to incorporate my sport in an present ios undertaking.

I handle to export the cocos engine,and my sport with it, for variations 3.17 and 4.0 as library, and use it with out issues. I wish to do now the identical for android, and likewise verify if I can export as library the cocos/creator code, and use it like I used to be doing with cocos2d-x.

That can permit me to maintain working my manner, and use the updates for cocos creator.

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