I just want to know, that in the long run, using which of these engines will be better. Although I feel that using Cocos2D will be a better option, as it can also be used for iphone development, there's just 1 tutorial http://dan.clarke.name/2011/04/how-to-make-a-simple-android-game-with-cocos2d/ which I've found so far. libgdx, on the other hand has a complete book.
I will suggest libgdx too. It looks more promising than AndEngine.
I've tried both Andengine and libgdx. Have not tried cocos2d. Andengine performed really poorly. The main advantage I get with using libgdx is that you can run your app on the desktop rather than on an emulator or device, which makes iteration times much faster, which is essential for game development. If cocos2d can do this, then I think it's fair to use, but rapid iteration is definitely what sets libgdx apart from Andengine.
i'm currently developing a game and i started with cocos2d. I struggled with it's coordinate system. Then i tried AndEngine, it was nice, but i was afraid of performance. So i switched to libGDX and im happy with it. It might look a little low level, but i think that you'll switch from other engines to libGDX eventually.
If you love us? You can donate to us via Paypal or buy me a coffee so we can maintain and grow! Thank you!
Donate Us With