The world of iOS game development has given many stunning and cherishable games. It is possible because of the frameworks which enable the developer to create cross platform games which work with equal potential on iPhone, IPad and even on Windows phone. Cocos2D framework has been the most widely used framework in the game creation. The launch of iOS7 saw the new framework Spritekit, which is helpful in generating 2D and 2.5D games. It became the apple of the eyes of many developers owing to its rich functionalities like Sprites, Shapes, Particle effects, Physics simulation, Audio, Video and other visual effects.
But Cocos VS SpriteKit conflict has failed to conflate the developer community, as each framework has its own supporters and opponents. The debate runs deep into the context of native and nonnative and being not open source. We will examine the pros and cons of both the frameworks in order to get a clear cut insight into the crux of the debate. Click here for more information on iOS Game Development in Saudi Arabia.
SpriteKit
Advantages:
1) It’s a native framework and this very fact reduce the anxiety of the developer about compatibility, as native frameworks always sync with the future OS versions.
2) It’s comparatively easy to use.
3) It always performs better than any third party framework due to its device friendly architecture.
4) It allows integrated physics simulation.
5) Atlas gets created automatically.
6) It also comes with a built in particle editor.
Disadvantages:
1) It’s not an open source
2) It is not backward adaptable, i.e. it works only for iOS7 and later additions.
3) It is devoid of features like Shaders and camera.
Cocos2D
Advantages:
1) It’s an open source framework which makes the game adaptable and flexible to handle the future changes.
2) Has features like Shaders and camera.
3) The manual of this framework is deep, detailed and comes with multiple examples which makes it more comprehensible to the user.
4) The user community of this framework is huge and has visible online presence. It matters most when you need help on certain complicated issues while you are in the process of making the game.
5) The use is simplified in comparison with the OpenGL.
Disadvantages:
1) It’s not native and doesn’t have XCode native integration.
2) Physics simulations are no cake walk as one has to use Box2D or chipmunk for creating them.
3) Like SpriteKit, it has no Automatic Atlas creation and built in Particle Editor.
As both frameworks have limitations, which one to use? The answer solely depends upon the familiarity of the developer with a particular framework and more importantly, which functionality, look and feel he wants to give to the game.
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But Cocos VS SpriteKit conflict has failed to conflate the developer community, as each framework has its own supporters and opponents. The debate runs deep into the context of native and nonnative and being not open source. We will examine the pros and cons of both the frameworks in order to get a clear cut insight into the crux of the debate. Click here for more information on iOS Game Development in Saudi Arabia.
SpriteKit
Advantages:
1) It’s a native framework and this very fact reduce the anxiety of the developer about compatibility, as native frameworks always sync with the future OS versions.
2) It’s comparatively easy to use.
3) It always performs better than any third party framework due to its device friendly architecture.
4) It allows integrated physics simulation.
5) Atlas gets created automatically.
6) It also comes with a built in particle editor.
Disadvantages:
1) It’s not an open source
2) It is not backward adaptable, i.e. it works only for iOS7 and later additions.
3) It is devoid of features like Shaders and camera.
Cocos2D
Advantages:
1) It’s an open source framework which makes the game adaptable and flexible to handle the future changes.
2) Has features like Shaders and camera.
3) The manual of this framework is deep, detailed and comes with multiple examples which makes it more comprehensible to the user.
4) The user community of this framework is huge and has visible online presence. It matters most when you need help on certain complicated issues while you are in the process of making the game.
5) The use is simplified in comparison with the OpenGL.
Disadvantages:
1) It’s not native and doesn’t have XCode native integration.
2) Physics simulations are no cake walk as one has to use Box2D or chipmunk for creating them.
3) Like SpriteKit, it has no Automatic Atlas creation and built in Particle Editor.
As both frameworks have limitations, which one to use? The answer solely depends upon the familiarity of the developer with a particular framework and more importantly, which functionality, look and feel he wants to give to the game.
.