Welcome, Guest. Please login or register. Did you miss your activation email?

Author Topic: How sfml compares with cocos2d-x?  (Read 6687 times)

0 Members and 1 Guest are viewing this topic.

ast

  • Newbie
  • *
  • Posts: 20
    • View Profile
How sfml compares with cocos2d-x?
« on: January 01, 2016, 11:53:23 pm »
Hi all,

I came across with the cocos2d-x, which I assume some of you have opinions on. I noticed that although it has MIT license it has companies around it making it to feel considerably less open than sfml. But the other side of the coin is that there seems to be more developers doing the cocos than sfml and also cocos has been used in many popular game titles.

The sfml is concentrated on abstracting window, keyboard, sound output etc and it does that very nicely. The cocos seem to have additional things also like some kind of a game engine and physics, support for Tiled tile map editor, support for particle system definitions in plist format and cocos studio for animations etc (no linux version though), texture atlas tools. Some of the aforementioned could be handy at times, the Tiled tilemaps work nicely with sfml with tmxloader (which I found after trying couple of others with less successful result) but I think there is no particle editor or support for plist particle definitions?

I understand that sfml and cocos have slightly different targets but I would appreciate if you could share your knowledge on the differences or pros and cons of the cocos and sfml. Also I would be interested to know how you find your way on the subjects where cocos has helper features (like the particle system editing)?

Best regards,
ast

eXpl0it3r

  • SFML Team
  • Hero Member
  • *****
  • Posts: 10819
    • View Profile
    • development blog
    • Email
Re: How sfml compares with cocos2d-x?
« Reply #1 on: January 02, 2016, 12:14:33 am »
What exactly do you want to know? I mean you seem to know all the differences already, so what do you want to hear? ;)

Cocos2d-x is pretty much a game engine, while SFML just gives you a simple API to other low-level APIs.

but I think there is no particle editor or support for plist particle definitions?
No, there isn't for SFML.
Official FAQ: https://www.sfml-dev.org/faq.php
Official Discord Server: https://discord.gg/nr4X7Fh
——————————————————————
Dev Blog: https://duerrenberger.dev/blog/

ast

  • Newbie
  • *
  • Posts: 20
    • View Profile
Re: How sfml compares with cocos2d-x?
« Reply #2 on: January 02, 2016, 12:39:03 am »
Ok, then I got roughly the right idea☺. Cocos2d-x seems to be kind of a superset of sfml, if you can opt not to use the game engine, for instance, if you dont like to. The main question is, is it so? Is this a trade off between true open source and kind of an open source and development efforts of a comunity vs salaried devs or are there technical issues also?

Hapax

  • Hero Member
  • *****
  • Posts: 3351
  • My number of posts is shown in hexadecimal.
    • View Profile
    • Links
Re: How sfml compares with cocos2d-x?
« Reply #3 on: January 02, 2016, 01:21:46 pm »
Is it just me that thinks that Cocos2d-x is an inappropriate name?

http://www.cocos2d-x.org/

Looks like it should be renamed to 3d...  ;D
Selba Ward -SFML drawables
Cheese Map -Drawable Layered Tile Map
Kairos -Timing Library
Grambol
 *Hapaxia Links*