Jump to content

  • Log In with Google      Sign In   
  • Create Account

Glass_Knife

Member Since 08 Aug 2001
Offline Last Active Sep 26 2016 08:53 AM

Posts I've Made

In Topic: Java Developer , Should I use libGDX or Unity3d for cross platform game

13 September 2016 - 02:51 PM

 

Both libGDX and Unity try to solve the same problem.

 

  - How can you write your game once and deploy it to many different platforms.

 

The differences are:

* Unity is closed source with a company behind it trying to make money.  libGDX is an open source project.

* Unity uses C# or javascript-like language for scripts.  libGDX is Java.

* Unity compiles the projects to native code for all the platforms.  libGDX mostly does this, with Desktop applications being a Java jar and needing a JVM to run.

* Unity and libGDX both have a large community, but help for Unity problems will be easier to find.

 

I know that even though both of these engines say you can "write once, run anywhere" that is never the case.  There are always weird things on each platform that need to be handled.  But does that even matter?  If you just want to release on iOS and Android, it is probably nothing to worry about.

 

Last time I checked, ~50% of all iOS games are made with Unity.  Java has been on the decline for years now and isn't getting any better.  

I am currently using Unity for prototypes (even though I'm a Java fanboy).  

 

Hope this helps.

Actually i'm impressed with your response .. all of it refers to using libGDX .. but at the end i saw your phrase "I am currently using Unity for prototypes" .. my question is Why ? 

although of almost all of your works are built by JAVA and you have a book for 2D games in Java 

 

 

I am using Unity because I am working on only Desktop games (Mac, Windows, Linux) and I don't want them to need a jvm or have to worry about weird JDK/JVM issues with different versions.  I have not used libGDX much but it looks comparable to Unity.

 

There isn't a "right" answer here.  Use what you like.  If one is more appealing than another, then go with that. 


 

WozNZ   

 

Tebriel

 

 

Thank you so much .. my concern is about the graphic quality in libGDX , i saw the demos in libGDX by comparing the Graphics quality to those made by Unity .. i noticed some difference ? is that related to libGDX or to the design itself ? Also my 2nd concern is about making the animation effects , would it be easy to be done by libGDX like Unity3D ? or i'll face dark way until i do it ?

 

 

I'm not that familiar with libGDX, but Unity, for 2d, it doesn't really do anything special, so I would be surprised if libGDX couldn't match it for effects.  Though perhaps we should define what you mean by effects?  shaders?  animation frames?   Getting a good artist will make all the difference.

 

 

Honestly, if I was doing 2D iOS and Android games, I'd seriously consider Cocos2d

 

http://www.cocos2d.org/


In Topic: Java Developer , Should I use libGDX or Unity3d for cross platform game

13 September 2016 - 01:17 PM

Both libGDX and Unity try to solve the same problem.

 

  - How can you write your game once and deploy it to many different platforms.

 

The differences are:

* Unity is closed source with a company behind it trying to make money.  libGDX is an open source project.

* Unity uses C# or javascript-like language for scripts.  libGDX is Java.

* Unity compiles the projects to native code for all the platforms.  libGDX mostly does this, with Desktop applications being a Java jar and needing a JVM to run.

* Unity and libGDX both have a large community, but help for Unity problems will be easier to find.

 

I know that even though both of these engines say you can "write once, run anywhere" that is never the case.  There are always weird things on each platform that need to be handled.  But does that even matter?  If you just want to release on iOS and Android, it is probably nothing to worry about.

 

Last time I checked, ~50% of all iOS games are made with Unity.  Java has been on the decline for years now and isn't getting any better.  

I am currently using Unity for prototypes (even though I'm a Java fanboy).  

 

Hope this helps.


In Topic: Good C++ Learning Materials For A Beginner

12 August 2016 - 11:13 AM

If you are coding on Windows, the Intro to C on Windows from Handmade Hero will teach you all the stuff you need to know that the books don't teach you.

 


In Topic: Ide For Linux

05 August 2016 - 03:19 PM

+1 for QtCreator


In Topic: Compiling My Sdl C++ In Mac

26 July 2016 - 09:44 AM

The whole point of SDL is that it can compile and run on many different platforms.  But you have to use SDL for all the platform stuff.  If you didn't use SDL for the window, input, rendering, file I/O, and threading, then you will most likely have to refactor your code to use SDL for everything.  But like ApochPiQ said, without seeing the code it's really hard to tell.

 

I do know you can compile an SDL program from the command line on a Mac because I've done it.  There were a few difference, like OpenGL headers being in a different place, but those kinds of things are solved by adding some #ifdef calls to some header files.


PARTNERS