2D Cross-Platform Game Development Engines

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Solution 1

I would recommend V-Play (v-play.net) - it's a cross-platform game engine based on Qt for iOS, Android, Symbian, MeeGo, Blackberry10 and also can export for native desktop applications for Windows, Mac and Linux.

It's based on C++ but has a neat scripting support for QML & JavaScript. QML is a no-brainer to learn and can boost your productivity as less code is needed - just see the comparison with cocos2d-x(60% less Loc) or Corona(15% less LoC) for a comparison of the same games.

(Disclaimer: I'm one of the guys behind V-Play)

Solution 2

If you are into using Python, Kivy is a great solution these days. It compiles to all the platforms you ask for:

Kivy is running on Linux, Windows, MacOSX, Android and IOS. You can run the same code on all supported platforms. It can use natively most inputs protocols and devices like WM_Touch, WM_Pen, Mac OS X Trackpad and Magic Mouse, Mtdev, Linux Kernel HID, TUIO. A multi-touch mouse simulator is included.

Kivy uses lots of optimized code for graphics rendering (via Cython) so it is fast too.

Here is a speakerdeck that gives you some background and an overview (android specific).

Solution 3

How about HaxeFlixel? We have a great selection of demos, and of course support cross platform development via Haxe + OpenFL. This is an open source project hosted on GitHub. We support all major platforms (including iOS).

Solution 4

Here is my game framework Oxygine. It is open source modern hardware accelerated 2D C++ framework for mobile and PC platforms. Features: OpenGL(ES) 2, compressed textures, atlases, complex animations/tweens/sprites, scene graph, fonts, event handling, build tools, and others. Can be built on top of SDL2 or Marmalade SDK.

In the basis of the engine there is a scene graph, that is similar to Flash one. To be short, You can call this as Flash for C++, but more comfortable and way faster. Initially it was developed for mobile platforms (iOS, Android), but can be also used for PC games.

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Solution 5

If you have C# background. Have a look at Duality.

Duality is a flexible 2D game framework written entirely in C# – and it’s here to make things a little easier for you. It provides both an extensible game engine and a visual editor to match. There will be no need for a level editor, testing environment or content manager because Duality is all that by itself. And best of all: It’s free.

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Updated on July 08, 2022

Comments

  • Hate Names
    Hate Names almost 2 years

    I've worked for some time with Corona SDK and love how fast and easy I can create powerful apps using Lua. But it can only compile for iOS and Android, which feels like too little now.

    My main interest is for it to be able to compile to Desktop AND Mobile. At least for the following:

    • Windows + Mac for desktop, as standalone applications.
    • iOS + Android for mobile.

    I'd prefer it to lean more towards Lua type scripting instead of ActionScript, but please feel free to post anything that you have worked with and love.

    I've found the following engines so far:

    • Marmalade Quick - After further looking into it, Marmalade Quick can only build for Mobile!
    • IwGame - Works on top of marmalade and says it can deploy to desktop and mobile with Lua. Any info is greatly appreciated on this
    • sio2 - Says "SIO2 is an OpenGLES based cross-platform 2D and 3D game engine for iOS, Android, MacOS and Windows" and "The engine also allows you to port your game on the Mac Store and on Windows.", but their forum and web title is "Game Engine for Mobile Devices". Can't find any info on if it can deploy to desktop platforms, any info is greatly appreciated again.
    • Loom Engine - Loom is similar to Haxe + OpenFL (attempts to attract Flash developers) in that it uses AS3-like of ECMAScript, but it doesn't build native code from it. However it uses Cocos2D for rendering so it should in theory be as fast as Cocos2D. -- Thanks to Bojan.
    • SDL - I've read in multiple places that SDL can deploy to nearly any platform or device and has a Lua binding. But i can't find how this works as it's not an engine. Any one who can explain how it works and if it's possible is once again, very much appreciated.
    • SFML - "Windows, Linux, Mac OS X and soon Android & iOS. " doesn't use Lua but can use other languages like Java and Python etc. Anyone have any information on this?
    • Torgue2D - "Torque 2D was developed with OS X, Windows, and iOS devices in mind and works equally well on all the platforms." uses TorgueScript and no Android =(
    • Sencha - Seems to compile to all platforms, uses Javascript too which I know. But even with V8 JS would this work well performance wise compared to other options?
    • 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?
    • Construct2 - Same question as gamemaker
    • Corona - Lua but mobile only (Android and iOS only as well)
    • Cocos2D - Seems like it has lots of options but not sure with the same language? Seems like you'd have to re-write your entire code. Any info if cocos2D can deploy to desktop + mobile with almost the same code would be greatly appreciated.
    • Angel2D - Says it can deploy to everything except Android and uses Lua, anyone ever used this one before?
    • libgdx --- I've only seen good things about this. Here is a benchmark test for libgdx and is where I saw it reaching 40k sprites at 60fps. http://www.sparkrift.com/2012/1/love2d-vs-allegro-vs-clanlib-vs-libgdx-vs-cocos2d-x-vs-monogame-vs-xna-vs-sfml . It seems libgdx barely goes over 30k actually. But still seems amazing. This is on the same level as Qt for me, almost perfect, except I'm not really worried about performance on it. libgdx can build for everything pretty much.
    • XNA + MonoGame --- MonoGame's performance seems only slightly lower than libgdx, can build to most platforms. However I don't know much about XNA and I heard it won't be receiving future updates, but is quite stable? More information is welcome.
    • Citrus --- Don't have much information on Citrus either. AS3 game engine that can build for iOS, Android, Windows, Mac and more.
    • Haxe + OpenFL --- OpenFL (Haxe) builds to native on many platforms, not just to Flash. Windows, Mac, Linux and Android all get optional native deployment or OpenFL runtime called Neko which is in theory faster than Flash, and SDL 2.0 will enable iOS deployment soon(ish). -- Thanks to Bojan.
    • Qt-Project --- Just linking Qt project here, can build for everything and has a pretty big community with lots of third party libraries to help you even further.
    • Moai ---The only Lua engine that I know that can build for Desktop and Mobile. Only downside is the community isn't that big and documentation isn't the best. But if you can get passed those this is a great solution and the one I'm currently using.
    • Adobe --- Can't forget to add adobe here since it can build to everything that supports flash.
    • Unity3D --- Recently announced 2D integration looks very promising, should be released Q3-Q4 of 2013.
    • Cocos2d-x --- An open source engine. Supports JS, Lua, C++ and multiple platforms.
    • Html5 --- There seem to be a lot of emphasise on html5 mobile apps, here are just a few tools I found that can help port your html5 project to a platform:

      1. Chromium embedded

      2. Sencha

      3. Phonegap

      4. Appcelerator/Titanium

      5. Icenium

    So, I'd be happy if you could comment from your experiences with any engines and suggest which one you would recommend. Thank you for your help!

    EDIT: Since this topic is getting popular I'll be adding other options I've found over time. I suggest you choose what is most familiar to you and best for your project needs.

    • Bojan Markovic
      Bojan Markovic over 10 years
      OpenFL (Haxe) builds to native on many platforms, not just to Flash. Windows, Mac, Linux and Android all get optional native deployment or OpenFL runtime called Neko which is in theory faster than Flash, and SDL 2.0 will enable iOS deployment soon(ish). Loom is similar (attempts to attract Flash developers) in that it uses AS3-like of ECMAScript, but it doesn't build native code from it. However it uses Cocos2D for rendering so it should in theory be as fast as Cocos2D
    • Clay
      Clay over 10 years
      You really should add Cocos2d-X to the list: cocos2d-x.org
    • Igor Čordaš
      Igor Čordaš about 10 years
      You should definitively check out UDK by Epic Games. It is actually full AAA engine aimed at moders and Indie Developers. Unfortunately it doesn't support android currently, although they made full UE4 licencing much more available which does support Android. Be aware that UE4 has just been released and UDK is quite a developed platform.
    • Igor Čordaš
      Igor Čordaš about 10 years
      Also if you want something Open Source and portable (based on Java) see jMonkeyEngine.
  • Hate Names
    Hate Names over 10 years
    Nice addition. I will be adding it to the list soon, plus a few more I've found out about, along with organizing it better. Thanks for your input
  • JCPhlux
    JCPhlux over 10 years
    Is it cross platform compatible?
  • Andy
    Andy over 10 years
    @JCPhlux, yes it is. I'm not sure about mobile, but it does runs on mono.
  • Tshirtman
    Tshirtman over 9 years
    While kivy can be used for game dev, it's not exacty a game engine, kivyent (kivent.org) however, is a game engine based on kivy, which is may more suited, unless maybe if your game is very simple and doesn't require the added complexity.
  • Juster
    Juster over 9 years
    I've tried it (and actually released a finished game product), works very well!
  • Nepoxx
    Nepoxx about 9 years
    While I'm sure V-Play is an awesome product, you should put a disclaimer that you are the co-founder. See: meta.stackexchange.com/a/59302
  • Christian Feldbacher
    Christian Feldbacher about 9 years
    Sure - I've just added it
  • R S
    R S over 5 years
  • Andy
    Andy over 5 years
    Fixed. I think they moved not long after i post my answer - github.com/AdamsLair/duality/issues/45