When comparing GLBasic vs ct.js, the Slant community recommends ct.js for most people. In the question“What are the best 2D game engines?” ct.js is ranked 55th while GLBasic is ranked 76th. The most important reason people chose ct.js is:
ct.js is bundled with examples, docs, and easy to follow tutorials. Documentation and tutorials are available in a side panel on every screen.
Specs
Ranked in these QuestionsQuestion Ranking
Pros
Pro Easy to develop with
Language is easy to use, with a fast compiler.
Pro Fast 2D
Pro Easy to learn
Pro Support
Forum support is great. No advertising in program or forums. Company has been going for over 10 years.
Pro 3D
Unlike most multi-platform development systems, 3D is available across most of them.
Pro Multi-platform
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.
Pro Networking
Easy-to-use networking system with either TCP or UDP.
Pro Books
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.
Pro Beginner-friendly
ct.js is bundled with examples, docs, and easy to follow tutorials. Documentation and tutorials are available in a side panel on every screen.
Pro Skeletal animations with DragonBones support
You can import skeletal sprites and animations from DragonBones, which is also free. Skeletal animations are added to objects through code; developers can listen to marked events in animation, and ct.js automatically associates sounds in a DragonBones project with the game's assets.
Pro Good code editor
The built-in code editor comes with error checking, type checks, code completions accompanied with docs, multiple cursors support, and other modern features.
Pro Open source (MIT)
This means that no one will ever put any features behind a paywall and that you can reliably use ct.js in any projects without worrying about licensing. And you can hack on ct.js!
The repo is at https://github.com/ct-js/ct-js
Pro Tileset support
ct.js supports tiles in rooms, including collision checks and some extra editor tools, like bulk migration to a new tile layer or shifting by an exact value.
Pro WebGL and WebGL2 support
Starting with v1.0.0-next-1, you can now write WebGL games. WebGL support is based on Pixi.js.
Pro Modular approach
ct.js has a "Core" library that provides basic drawing functions, room and asset management, and mouse interactions. Any other functions are added to projects as "catmods", or simply modules. These modules can be enabled or disabled in one click, and can inject their code in different game loop stages, e.g. after drawing all the objects, leaving a room, or when a new object is created.
Pro Applicable to most genres
ct.js aims to be a general game engine and provides tools in making games of any genre.
Pro Dialogue and visual novel system with support for Yarn
A module ct.yarn allows developers to import a YarnSpinner project to create branching, data-driven dialogues and visual novels. An example is also bundled with ct.js.
The dialogue tree is made in a separate app, though.
Pro Real-time particle system editor
v1.3 brings a particle system editor, which displays a preview sprite for proper attachment of emitter to visual elements, and allows combining more than one emitter with different particles into one effect. With these, even the creation of complex, multi-step effects becomes easy. The editor comes with dozens ready-made textures for faster prototyping.
Cons
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.
Con Tile editing is a chore
No live brushes with automatic corner drawing, no fills or rectangular/linear placement. All tiles should be placed by hand, with a "Shift" key to place multiple tiles at once. This will make you ragequit if you want to make sophisticated RPG scenes :D
Con Slower than native games
JavaScript and WebGL are fast, but they will always lose in performance if compared to native games, so it may be a bad choice for graphics-heavy games.
