When comparing Cocos2d-x and Cocos Creator vs GLBasic, the Slant community recommends Cocos2d-x and Cocos Creator for most people. In the question“What are the best 2D game engines?” Cocos2d-x and Cocos Creator is ranked 6th while GLBasic is ranked 72nd. The most important reason people chose Cocos2d-x and Cocos Creator is:
25% of iPhone games are made using Cocos2d-x. This means you will not be alone in development, and will have access to a large community. You'll know you are developing for an engine that works.
Ranked in these QuestionsQuestion Ranking
Pro A proven engine for mobile development
25% of iPhone games are made using Cocos2d-x.
This means you will not be alone in development, and will have access to a large community. You'll know you are developing for an engine that works.
Pro Supports 3D models with skeleton animation
A new feature since Cocos2d-x v3.1 is support for 3D models (in your 2D game), not only this but support for skeleton animations is included too! This awesome feature allows for impressive characters in your game along with easier, more fluid and realistic animations.
Pro Great script language support
Especially with Cocos2d-JS you can develop games cross web and native, and the native solution have great performance with JS Bindings, much better than hybrid solution.
Pro Highly active community for questions and support
Cocos2d-x forums are active.
Pro OpenGL hardware acceleration
Cocos2d-x is not only open source but also supported by Chukong Technologies of China and USA.
Regularly updated and adding support for the latest technologies. 2014 has already seen the release of Version 3, a new Cocos Studio development toolkit (optional) and support for new technologies like skeleton animation systems Spine and Adobe DragonBone.
Pro Greater performance than high level APIs
Cocos2d-x is C++ based engine and it has CPU advantages for most platforms because of that. It uses polygonal mesh methods for sprite rendering for using GPU advantages. (You also use quad methods for benefit CPU).
Pro No external dependencies
Because it is based on Pyglet.
Pro One code for all platforms
On top of supporting pretty much all existing platforms (except consoles), Cocos Creator (Cocos's IDE) allows you to write 1 code that runs on Android, iOS, Windows, MacOS and HTML5 (not Linux though).
Pro Easy integration of 3rd party plugins
For example, if you want to add a rating plugin, you use
sdkbox::PluginReview::init(); and if you want to add the Vundle Ad Network SDK, you use the one packaged in SDKBox
Pro Allows for easy debugging
It has a built-in Python interpreter that allows for easy debugging.
Pro Very good IDE
Cocos Creator (Cocos' IDE) comes with scene editing, UI editor, animations & particle editors and whatnot. It's also easy to use and pretty intuitive if you read the official documentation & tutorials. Way way better than the old CocoStudio.
Pro Great video tutorials
Hundreds of video tutorials available.
Pro Easy to develop with
Language is easy to use, with a fast compiler.
Pro Fast 2D
Pro Easy to learn
Forum support is great. No advertising in program or forums. Company has been going for over 10 years.
Unlike most multi-platform development systems, 3D is available across most of them.
Code can be written once and will work on supported platforms with very little modification.
Pro No hidden fees
PC version is free.
Full Multi-platform version requires one-off very reasonable price, and all further updates are free, however you can run a watermarked demo on your chosen platform with the free demo version.
Pro C/C++ support
C/C++ code can be included inline or as a DLL/.o/dylib file.
Pro HTML 5 compiling is now faster and works better
Pro Default GUI system works fine, and has all the needed widgets needed
Only problem is position is based on position of previous widget.
Pro Compiler is fast and produces efficient code
Pro Free for home development
Create apps for non commercial 2D programs running on Windows, Linux and Mac OSX. The extension to create programs for other platforms, 3D or network applications requires a license key. Otherwise the "Premium" programs are limited to 10 min runtime for test purposes. There is no trial limit for the development environment.
Easy-to-use networking system with either TCP or UDP.
Programmers reference guide, user guide and various others are free.
Pro Gaming related functions
Viewports, sprites, rotating/animating and zooming sprites, collision detection and pathfinding.
Con Poor support and non-existent community
Up until 2013, this was one of the best engines around. However, since then it was bought by a Chinese company and began stagnating - it's virtually in a slow death. Most developers abandoned Cocos in favor of more modern solutions leaving the community weak and the forums with little or no traffic. Although the Cocos2d-x Forum seems to have a decent community going.
Con No Graphics user interface
Con Modest functionality
Almost all free alternatives are more convenient, faster, and more functional.
Con Command set has hardly changed or been updated/improved over the years
Con Poor 2d collision detection with rotated sprites
2d sprite rotation with collision detection isn't present and requires some annoying run-arounds to achieve what is a staple of other game engines.
Con No multi-platform editor
Whilst Linux and Mac IDE's were started, they were never completed.
Con No clear way to monetize apps
It's impossible to place ads. There is a third party in-app purchase library hidden somewhere deep within the forums which hasn't been updated for years.
Con Issues don't get fixed
The Blender exporter and the 3D converter have been broken and remain unfixed for years.
Con Only supports .ddd 3D format
This format does not support bones and only keyframe animation. 3d files will become extremely large if there are animations in models.
Con HTML 5
HTML 5 compiling is rather slow, and doesn't allow all GLBasic features
Con Poor GUI creation library
Its library for GUI creation is abysmal and not acceptable.
Con Poor documentation
There is next to no documentation on using OpenGL commands in GLBasic.