2d mobile game development: OpenGL ES 2.0 or cocos2d-x?

I plan to create a game for mobile devices. My target platforms are iOS and Android. I hope I can test on windows and / or linux. I overdid it a bit, because in addition to the general experience in developing games, all technologies are completely new to me. I did a decent amount of research and came to the conclusion that the game should be written / ported to C ++ to ensure that most of my engine can be easily ported to multiple devices.

Another thing that I would prefer is to first write a game in java and a port in C ++, as I am most convenient and will make it the fastest.

Now I have a problem choosing whether to use a game engine like cocos2d-x, or write the engine from scratch and use OpenGL ES 2.0 for rendering. Initially, I thought it was better to use cocos2d-x, since I do not have much experience with OpenGL. My problem with using cocos2d-x is that since I want to write a game in java first, it will be difficult for me to port the engine to match cocos2d-x (or I would have to learn all about the cocos2d-x engine to start with and then write my engine to simulate the cocos2d-x engine .. seems redundant).

Upon further consideration, I thought that in fact the best option for writing my own engine using OpenGL. I can use the PowerVR SDK along with the JOGL to emulate the GLES environment. It also seemed nice to me, as I could let GL do most of the work for me in terms of collision detection and transformation. My only problem with this is that, since the game will have multi-user support, as well, GL collision detection and such are mostly controversial, since I will have to do a server-side collision check anyway, so that prevent the game from being easily hacked, Of course, for a single-player game this method is viable.

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