我用Unity3d工作过一段时间,发现它的2D部分OnGUI()或GUITextures太笨拙了。此外,即使是在Unity3d上完成的一款最小的游戏也至少需要10MB的下载,这对于2D游戏来说实在是太多了。

所以,我目前正在寻找一个2D引擎。我尝试过Cocos2D,但它只适用于iOS,我不想将所有内容重写为Android的另一种语言(游戏邦注:例如,将Cocos2D移植到Android并不是一种选择)。相反,我希望只编写一次代码,并尽可能地将其部署到iOS、Android和Windows Phone 7上。我有Mac电脑和Windows电脑。

更详细地说,以下是我对引擎的要求:

必须是跨平台的 必须高效 应该是c++, Java, c#或Objective C,因为我对它们很熟悉,而不是Flash, Javascript, HTML5,因为我不是一个web开发人员 你必须拥有一个庞大的社区,教程和额外的库,这些都能够覆盖你在iOS或Android平台上所拥有的大部分内容(游戏邦注:如应用内置付费功能,facebook等)。 最后送出的包裹不能太大 引擎可以是免费的,但我也不介意付个合理的价钱

我发现了以下引擎:

Marmalade (and IwGame engine on top of it) - C++, found overall very positive reviews of Marmalade but not sure about IwGame. EDIT (March 2013): Looks like Marmalade SDK now includes Cocos2Dx and some in-built IDE which makes it much better (and costs $150 per year for indie dev which is ok with me). Corona SDK - Lua (efficiency doubtful), also needs internet connection to compile code Cocos2d-x - C++, received lots of reviews from developers, mostly positive and many think it's best for 2D Particle code - Java+Eclipse, found no reviews or comments Moai - Lua, coudn't find any reviews/opinions on it Monkey engine - seems to have too few features Haxenme - it's Flash, I've never used it and don't want to use Unity3d but with 2D packages like 2D Toolkit ports of SDL to Android (also here) and iOS - doesn't look to have much support or current development (?) GLBasic - Basic language, I don't like it playN - seems to be early in development (?) Gamvas - HTML5, doesn't look like a mature engine to me Ignifuga - Python, also doesn't look mature ORX - not sure if it's still developed (?) Construct 2 - reminds GameMaker, might be ok for rapid prototypes but definitely not for industry-level games XNA and then port the game using ExEn (would need Mono Touch to port to iOS and Mono for Android to port to Android) - C#, and is probably more thought for folks coming from Microsoft products like xBox (I come from Android). Also, those Mono tools cost $800 in total for small developers Impact - JavaScript, uses HTML5. I'm not much into JavaScript (e.g. preferred C# on Unity3d), also not sure about efficiency since it runs in the browser (?) GameMaker - own scripting language GML and I actually remember this one as a tool for non-programmers. Has it actually grown into a real engine, I mean for serious development? AppGameKit - C++, yet seems to be still pretty new. Haven't found any reviews on it use Cocos2D and Objective C to develop for iOS only and then make an APK for Android out of it using Stella SDK. Has anyone done this? I'm pretty sure there will be limitations, and how about Google's in-app billing, AdMob and Facebook integration on Android? Moscrif - JavaScript, looks like it's more for former web-developers Starling - Flash 11, i'm not much into Flash ND2D - not yet 1.0, does it have many features?

因此,如果您能根据您使用引擎的经验给出评论,并建议列表中的哪个引擎(或我错过的任何其他引擎)最适合描述的需求,我将非常高兴。我对某些引擎的第一印象也可能是错误的。

我目前认为Marmalade+IwGame是最好的选择,但由于我没有太多关于Cocos2d-x和粒子代码的信息,我真的不确定。

谢谢你!

EDIT (June 2013): So far I made 2 cross-platform 2D games and used Unity3D with 2D Toolkit plugin for both. For the game with simple GUI I used a simple self-made GUI system based on Unity's own. For more complex one (e.g. where GUI elements can overlap) I used the NGUI plugin. Recently 2D Toolkit added some more classes for GUI which is very handy since one had to use 2 different systems for texture atlases when combining NGUI with 2D Toolkit. I'll definitely try that one in the next 2D game. The main reason for choosing Unity3D for 2D games was that I already was deep into Unity3D both in terms of experience and accumulated code snippets for re-use. Also, I purchased Unity3D pro (with Android Pro and iOS Pro) for 3D games and it made full sense to just pay additional $60 for the 2D Toolkit to get 2D games also covered. I so far don't regret my decision, it seems to have been optimal for my case. The only thing which gave me headache was adding social features with the Prime31's plugins (Android & iOS social plugins) but I assume that their bugs are not the fault of Prime31 but of Twitter/Facebook instead, so I probably would see the same bugs on any other engine or plugin.

EDIT(2014年1月):我想在Unity 4.3中,我的问题的答案现在很明显了:Unity的新精灵系统和2DToolkit完全击败了其他任何东西,特别是对于那些(像我一样)已经使用Unity一段时间并购买了带有附加组件的Pro版本的人来说。


当前回答

以下是Richard Pickup在LinkedIn上对我类似问题的回复:

我在iOS和android上都使用过cocos 2dx marmalade和unity。为 2d游戏cocos2dx是每次都要走的路。团结太多了 对于2d游戏来说,这是一种过度杀戮 抽象层并不是真正的游戏引擎。你甚至可以运行cocos2d 在果酱上面。我的方法是在iOS上使用cocos2dx Android然后在未来运行cocosd2dx代码在marmalade作为一个 简单的方法移植到bb10和赢得手机7

其他回答

几天前我找到了一个漂亮整洁的Wave游戏引擎。它使用c#,并具有Windows Phone和Windows Store转换器,这使它成为XNA的一个很好的替代品

I currently use Corona for business applications with great success. As far as games go, I'm under the impression that it doesn't provide the performance that some of the other cross-platform development engines do. It is worth noting that Carlos (founder of Ansca Mobile/Corona SDK) has started another company on a competing engine; Lanica Platino Engine for Appcelerator Titanium. While I haven't worked with this personally, it does look promising. Keep in mind, however, that it comes with a $999/yr price tag.

综上所述,我已经研究了Moai一段时间了(因为我已经熟悉了Lua语法),它看起来确实很有前途。它可以为多个平台编译,而不限于移动环境,这一点很吸引人。

考虑到游戏制作的复杂性和从中实现的性能,《多媒体融合2》也是一个有价值的竞争者。我想到了Vincere Totus Astrum (http://gamesare.com)。

最近我使用了一个AS3引擎:PushButton(现在已经死了,但它仍然有功能,你可以使用其他东西)来完成这项工作。为了让它在Android和iOS上都能运行,项目在两个平台上都在AIR中编译,并且一切都能正常运行,没有性能损失。因为Flash Builder有点贵(249美元),你可以使用FlashDevelop(有一些教程可以在AIR中编译)。

Flash可以作为一种选择,因为它非常容易学习。

以下是Richard Pickup在LinkedIn上对我类似问题的回复:

我在iOS和android上都使用过cocos 2dx marmalade和unity。为 2d游戏cocos2dx是每次都要走的路。团结太多了 对于2d游戏来说,这是一种过度杀戮 抽象层并不是真正的游戏引擎。你甚至可以运行cocos2d 在果酱上面。我的方法是在iOS上使用cocos2dx Android然后在未来运行cocosd2dx代码在marmalade作为一个 简单的方法移植到bb10和赢得手机7

你提到了Haxe/NME,但你似乎本能地不喜欢它。然而,我的经验是非常积极的。当然,该API是Flash API的重新实现,但你并不局限于Flash,你也可以编译成HTML5或原生Windows、Mac、iOS和Android应用。Haxe是一种令人愉快的现代语言,类似于Java或c#。

如果你感兴趣,我已经写了一些我使用Haxe/NME: link的经验