When comparing Starling vs FlatRedBall, the Slant community recommends FlatRedBall for most people. In the question“What are the best 2D game engines?” FlatRedBall is ranked 38th while Starling is ranked 70th. The most important reason people chose FlatRedBall is:
Just check the commit frequency on github :) https://github.com/vchelaru/FlatRedBall/commits/master Plus Victor takes community input seriously and is known to shift around priorities based on the pressing needs of the community
Ranked in these QuestionsQuestion Ranking
Starling is just 12k lines of code and doesn't try to do everything — but what it does, as efficient as possible.
Pro Feathers User Interface Components
With Feathers, you can easily add great user interfaces to your games — or even create business apps with Starling.
Pro Free and open source
Starling is available for free with code available on GitHub.
Pro Strong community support
Forum is always active with knowledgeable developers and with lot of inside info, and post mortems.
Pro Works with Flash
With UI, you can design it in Flash Professional (powerful 2D editor), export to swf file, use GAF convert swf file to gaf file, finnally, load gaf file to Starling. GAF can convert a lot of file swf to one atlas. Alway use same resource in design files (fla) to optimize atlas size, avoid duplicate asset in atlas.
You can use flash to create animation for starling.
Pro Hardware accelerated rendering
Let the GPU do the rendering, the CPU has more important tasks to do.
Pro Cross Platform
It can be exported to web flash player, iOS, Android, Windows, and OS X
Pro Works with AIR's native extensions
Using AIR's native extensions any native code that can be written can be run and used by the game engine.
Pro Constantly updated
New features are added regularly.
Pro Better performance than most alternatives
Starling can run more animated display objects than Unity2D and many others frameworks at 60 fps.
Pro Continually improving and open source
Just check the commit frequency on github :)
Plus Victor takes community input seriously and is known to shift around priorities based on the pressing needs of the community
Pro Very easy to use
Simplifies routine tasks such as adding entities and files to the game, or tuning parameters, via the FRB Editor called Glue
Pro Great community
Very active chat on gitter: https://gitter.im/vchelaru/FlatRedBall
Victor (the creator of the engine) is available throughout the day to answer questions and solve any problems that may arise, along with the rest of the community members who are ready to assist in any way they can.
Pro Extensive documentation
Very good documentation not only regarding the API details, but also lots of tutorials covering different aspects of using FRB, either on the code-side or on using any of its tools.
Con Poor text/font support
It supports only 4 features for text rendering:
- bitmap font with batching.
1.1. basic distance fields with support for outline and filters via MeshStyle.
1.2 the new multichannel distance field, the ultimate solution for bitmap font rendering.
- Draw and upload texture in runtime
So every new text field required texture uploads or vertex/idnex buffer uploads.
skipUnchanchagedFrames keep the backbuffer static for scenes without changes between frames, leveraging a good rendering optimization.
Con Engine supported mainly by one man
Its open source but in most cases community features or pull request are canceled.
Con The editor's UI looks dated
Although functional, doesn't look as flashy as Unity for example, which may put some people off.