When comparing Gideros vs Orx, the Slant community recommends Orx for most people. In the question“What are the best 2D game engines?” Orx is ranked 5th while Gideros is ranked 26th. The most important reason people chose Orx is:
Powerful config system that makes orx data-driven and provides an easy to use load/save system.
Specs
Ranked in these QuestionsQuestion Ranking
Pros
Pro Instant on device testing
Gideros provides on device players for iOS and Android that can be used to instantly try out your code directly from the Gideros IDE.
Pro Auto scaling and image resolutions
Gideros provides an easy way to target various screen sizes by providing automatic scaling options and choosing the best image resolution based on device screen automatically
Pro Local builds
You can build apps without an online dependency.
Pro Friendly & helpful community
Gideros has an active forum where you can find friendly and helpful advice.
Pro New features and improvements are released regularly
Gideros is being constantly updated and improved by the main developers.
Pro All in one studio, no complicated setup
Gideros Studio is incredibly easy to set up. Once installed it is very easy to create a new project or open one of the many example projects. Trying out an example on the desktop is two clicks away.
Pro Easy plugin architecture
Gideros Studio has a very powerful feature which enables developers to use a C/C++/Java/ObjC library next to Lua. This way it's possible to call the library functions under Lua, get the results and interpret them directly under Gideros Studio.
Pro Supports many platforms
Gideros supports iOS, Android, Windows, MacOS, WindowsRT, Windows Phone and HTML5 platforms.
Pro Amazing 2D performance
2D performance is amazing.
Pro Very easy to learn
Gideros uses the Lua programming language which is very easy to learn (and very powerful). There are some excellent video tutorials too, to help you get started. The Gideros forum community are also very friendly and helpful if you any any problems.
Pro Powerful config system
Powerful config system that makes orx data-driven and provides an easy to use load/save system.
Pro Friendly community
Good friendly development community ready to help each other with tips and advice for setting up and best practices.
Pro Automatic hot-loading of resources
Automatic hot-loading of resources upon modification on disk, shortens drastically iteration times.
Pro High performance
Written in C with high emphasis on memory and CPU efficiency.
Pro Supports desktop and mobile
Supports Windows, Linux, Mac OS X, iOS and Android.
Pro Data configuration
Orx is a Data Driven engine that greatly reduces required code. You can configure object definitions, bodies, cameras, sound, animation, event tracks, etc.
Pro Custom shader support
GLSL code can be added straight into data configuration files and can be applied to any texture: background or objects whivh allows for some amazing effects. All GLSL versions are supported, again by providing the shader language version in your configuration file.
Parameters are supported and values over time for shader animation.
Pro Flexible clock system
Clock system that provides time consistency and allows time stretching + high precision timers
Pro Flexible and simple FX
Color and translation FX are simple to configure and apply to objects.
Pro Good animation engine
Includes a chaining graph & custom animation events for synchronization.
Pro Free and open source
Uses the zlib license. Lets you use Orx for free for any kind of projects, even for commercial ones.
Pro Input controls and binding
All input devices are fully supported: Joysticks, Mouse, Gamepad, Keyboard and Touchscreen. Multiple physical devices and be mapped the same binding.
Pro Excellent results on performance benchmark
Rated the fastest engine in the OpenFL’s BunnyMark since October 2015.
Pro Great audio support
Samples for sound effects, or streams for music. All sounds can be groups via audio buses just like in a typical DAW (Digital Audio Workstation).
All sounds can be spatial relative to the camera.
Pro Viewport scheme allowing multiple views
Camera/viewport scheme allowing multiple views displayed with camera translation, zoom and rotation.
Pro Good render support
Fragment (pixel) shader support, render to texture, MRT, easy composition and custom rendering support.
Pro Easy post-processing/compositing for complex visual effects
Pro Integrated runtime profiler
Integrated runtime profiler (with graphical display) to easily spot which parts of your game need to be optimized.
Pro Collision handling and rigid body physics
Pro Screenshot capture tool
Supports .bmp, .png, .jpg, .tga and .dds
Pro Multi-Threading
Pro Great IDE Support
Out of the box Windows support for:
- Visual Studio
- Codelite
- CodeBlocks
- gmake
Out of the box Mac support for:
- XCode
- Codelite
- gmake
Out of the box Linux support for:
- Codelite
- CodeBlocks
- gmake
Pro Well-supported C++ wrapper
Orx provides a excellent c++ wrapper for object oriented design, called: orx/Scroll. You can, of course, roll your own.
Cons
Con Few resources, but growing
Gideros has a small community, and therefore do not have as many "How to make a game" tutorials. However, there are a couple of excellent books available that can take you through the fundamentals.
Con The Gideros IDE is not as fully featured as other IDEs
The Gideros IDE is not as fully featured as other IDEs, but you can easily use the very powerful and compatible ZeroBrane Studio IDE.
Con Feature discovery and explanation could be better
Some features are not well explained / highlighted: for example, unless you use the interactive project initialization, you have to go over the tutorials and examples in the wiki to learn that there is an optional C++ layer, Scroll, developed on top of the C API. Similarly, some major information are missing from the website, wiki and Doxygen documention, and are left for the users to discover in source headers and INI template files, or by searching the forum (e.g. the 0,0 coordinate being the center of the screen and not top left, the list of all Orx scalar types and their use, etc).