If cross-platform is not a concern – meaning if the game in question is never going to be implemented on any platform besides iOS – are there reasons to choose cocos2d-x rather than Apple’s SpriteKit?
Please list reasons in this thread.
To start a discussion:
- If you (and your team) just prefer C++ over Objective-C or Swift.
your #1 is a good one
For me, I only planned to target iOS when I started working with Cocos2d-x.
However:
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what if I originally said just iOS and my game became popular and maybe it would do well on other platforms? if I am using SpriteKit, I am hosed.
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Cocos2d-x is open sourced. I can clearly learn from it and try other things that might interest me. What if I wanted to learn a bit more OpenGL? I have a good stepping stone with actual code that I am using anyway. I can easily have a playground to learn with.
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What if I really wanted to change functionality of the engine? Say I have a great idea and @ricardo says “hogwash”. I can implement it anyway, submit a pull request and perhaps my change is accepted and benefits the whole community.
Just a few thoughts!
On 2. I get the feeling that people actually do this quite a bit. I have been tempted to do a version of everything that uses std smart pointers instead of auto reference counting (as v3 almost did).
I’m not sure how frequently people change the engine itself. I mean the engineers do a pretty good job of making sure the users have what they need