Pros and Cons of Top Game Development Platforms

Pros and Cons of Top Game Development Platforms

Developing games, although being another discipline, is nothing far from web designers & developers with the enhancing variety of easy-to-use & familiar tools in this area. As JavaScript-HTML5 development is getting more popular and browsers supporting functions are being made use of by more users every day, -as expected-many games are being developed with JavaScript and html5.

Big games studios really frequently construct their own engines and tools, or customise open source solutions to suit their own internal procedures and workflow. However, two of the most popular developer sections opting for this option are Hobbyists and Explorers. It doesn’t make much sense for part-time game developers, or perhaps little studios, to spend a lot of time working on their own tools instead of developing games.

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As developer tools go, Unity is unbelievably effective. A huge [tweetable] 47% of developers in our study use Unity for a few of their projects and 29% use it as their main development tool [/tweetable] This is not simply Hobbyists making the most of the totally free licensing options, Unity is more popular with experts in general and most popular with the Hunters (53% of them) who are aiming to earn their living from the app stores.

3D and 2D game engine

Unity supports both 2D & 3D game development, which is quite uncommon for a game engine. That said, Unity was truly created for 3D games with 2D support bolted on later on; the 2D features were initially just for building menus and other 2D screens required in a 3D game, to avoid the requirement for an external tool. The features were rather generic and developers began developing games with them; most likely due to the broad cross-platform support. To their credit, Unity have supported this and continue to purchase the area.

Supported languages

3 development languages are formally supported: C#, UnityScript (generally JavaScript with type annotations) and Boo. The last of these, Boo is not commonly used and probably finest avoided. Given its name, you ‘d be forgiven for believing that UnityScript is the main development language, it’s not. The Unity neighborhood has extensively adopted C# and you’ll find the majority of plugins and examples use it. If you choose JavaScript and only have an extremely basic task in mind then UnityScript is an excellent choice. When you start using plugins written in C# that possibly have to recall into your UnityScript you’ll discover issues with collection order and wish you ‘d opted for C# from the beginning.


Unity has a lot of excellent features:

  • Unity has an extremely strong neighborhood of asset and plugin creators– there’s lots of free and sensible priced material available.
  • Unity’s visual modifying tools are exceptional and the editor can be extended with plugins.
  • It supports a wide range of asset formats and converts immediately to optimal formats for the target platform.
  • It supports a really wide variety of platforms, mobile, desktop, web and console.
  • Deployment to multiple platforms is really simple to handle.
  • The 3D engine produces high quality results with no intricate setup (I have actually personally composed a certified game with Unity that Apple has actually included in great deals of nations).
  • There is a free license that covers most of functions.
  • Paid licenses are extremely affordable for the majority of professional developers, available on membership for $75 per platform currently (some platforms are totally free).


There are a few problems which are worth thinking about prior to choosing to choose Unity:

  • Collaboration is challenging. Unity has an expensive asset server product to help groups team up. If you do not use it, sharing code and possessions in between team members can be unpleasant. The very best choice is to allow and use external source control however there are several binary files (which don’t have to be) that cannot be merged and updating possessions typically causes them to break things in scenes, losing connections to scripts and other objects.
  • Performance is not excellent– up until very recently Unity ran nearly completely in a single thread and made practically no use of the additional cores in a lot of mobile devices– this is enhancing in Unity 5. The compilers are not well optimized for the ARM processors in almost all mobile phones– Unity have actually chosen to transpire to C++ and use LLVM to get a more optimized develop rather than resolve this problem straight in future releases.
  • The engine source code is not readily available. Even paying users do not get to see the Unity source code, which means if you encounter a bug in the engine you need to await them to fix it or work around it. It’s always going to be more important for you than it is for them. This also limits the methods which you can extend or customize the engine.

In general, Unity is a terrific option, particularly for solo developers who aren’t attempting to push the limits of what the platforms can do.



Cocos2d is, as the name recommends, a 2D games engine. It stemmed around the same time as the iPhone SDK and rapidly switched to Objective-C, growing in appeal as the best totally free and open source choice for mobile games. Nevertheless, Apple released their own highly performance optimised 2D engine for Objective-C developers called SpriteKit. That, in addition to the increase of Android, has caused the focus of Cocos2d development to shift towards the cross-platform Cocos2d-x branch written in C++. The Cocos2d family of engines is the most popular open source choice on the planet, utilized by 19% of game developers in our study and by 8% as their primary tool.

Supported languages

There are different versions of Cocos2d available in Objective-C, C++, C#, Java, JavaScript and Ruby. As pointed out above, the C++ version is the most actively preserved, it also has the widest range of supported platforms. There are also scripting language bindings to the C++ version in both Lua and JavaScript, enabling developers to write in their preferred scripting language but get the complete native performance of the underlying engine.


Similar to most flourishing open source products, there’s a lot to like about Cocos2d:

  • Broad range of supported platforms, especially mobile ones.
  • Free and open source (MIT permit).
  • Wide variety of extensions, tools and open source code offered.
  • Great deals of neighborhood produced examples and learning resources.
  • Big peer support neighborhood.
  • Hardware sped up graphics and great efficiency.
  • Audio assistance (in most versions).


Nothing’s perfect, here are a few concerns with Cocos2d:

  • There’s no large commercial entity supplying support and bug repairs. It’s fantastic that you can repair it yourself, or hire somebody who knows how. The community might even fix your concern totally free but in some cases when a big project hits a bug or efficiency issue near to a deadline you simply want to be able to pay someone to make it go away.
  • The APIs are somewhat unconventional. The history of the job is such that it started in Python and relocated to Objective-C extremely early. The Objective-C wasn’t precisely following conventional practices and after that got ported to C++, keeping the Objective-C idioms.
    It does not do much to encourage excellent structure. Some developers like structures that do not enforce a style on their apps but Cocos2d goes a bit far. It’s possible to write code that’s tough to maintain in any system however it’s simple to find examples of Cocos2d games with actually long functions and a great deal of worldwide state.
  • OK, the cons are nit-picking and more warnings that really unfavorable points. After all, inadequately structured code and unusual APIs are not exactly barriers to success. I’ve ported a game from iOS that was composed with Cocos2d (the Objective-C version, before the C++ variation existed) and practically one giant method with tens of international variables. At one time it was the number 1 paid download on iOS in a number of countries. Cocos2d-x is an exceptional option for a 2D game.


Adobe AIR

In 2007 Adobe seemed to be winning the casual games runtime battle, with Flash having actually become the defacto requirement for games online and Flash Lite nearly common on more advanced mobile phones. Then the iPhone came along and Steve Jobs stated it wasn’t going to support Flash. This knife injury wasn’t immediately fatal but Flash has been gradually bleeding to death ever since. By 2011 Adobe ultimately produced a version of AIR that compiled Flash to native iOS apps however already the damage was done. Android initially supported Flash, improperly, in the internet browser however Adobe eventually gave up and stopped establishing the internet browser plugin to focus on AIR. There are still a great deal of Flash developers worldwide, 15% of mobile game developers use it and 6% of them as their main tool. It’s also still, just about, the only method to target rich gaming experiences to most of the world’s desktop web browsers. Adobe is now focussing on tools for HTML5 developers and Flash/AIR has not really developed in a very long time. Given this background, I will not focus on comprehensive technical pros and cons just like the other tools.

Supported languages

Adobe AIR applications are developed in Flash, coded using ActionScript. There’s an integrated web view which can be targeted with HTML, CSS and JavaScript. It’s likewise possible to construct native extensions for AIR apps, separately for each targeted platform.


Flash is still a capable environment for basic 2D games. If you already know Flash it is among the fastest methods to build a mobile game.


The platform is a dead end. I could not advise anybody who does not already know Flash to learn it. Those who are fans of ActionScript however do not like HTML5 ought to probably take a look at Haxe.


Unreal Engine 4

The Unreal Engine has a long history as one of the top 3D games engines for PC and console platforms. The 3rd generation of the engine supported mobile platforms however it was really just for hobbyist developers playing with their limited UDK or the multi-million dollar licensees of the engine for console games porting their titles to mobile phones. In March this year, Epic Games released the Unreal Engine 4 to anyone for $19/month plus 5% earnings share. This offering includes full access to the engine source code and their suite of tools. This change was not long enough before our study was launched to see significant adoption by developers however 13% were using it with only 3% as their primary tool.

Supported languages

The Unreal Engine is written in C++ and that’s the only supported development language. However, it’s possible to do a lot of development without writing any code using Plans– a visual programming environment where nodes are gotten in touch with lines.


The Unreal Engine is AAA game quality:

  • Extraordinary efficiency. The Unreal Engine was demoed using Apple’s new Metal graphics interface at WWDC. It can produce the most reasonable graphics ever seen on an iOS device.
  • The exact same will hold true for (high-end) Android devices.
  • They have state of the art tools for all aspects of game development.
  • Full source access enables extension, customisation and engine bug repairing.
  • The prices design is an exceptional match for the high threats of failure on the App Store.


The Unreal Engine is designed for professionals:

  • Development remains in C++, not a beginner friendly language.
  • The learning curve for the tools and engine is significant, greater than Unity.
  • The engine has limited assistance for older devices.
  • The prices model is really costly for a successful title, unless you anticipate significant success and use the engine under a different licensing design.

The Unreal Engine is an exceptional option for high quality 3D games on high end mobile phones but it won’t be for everyone. I anticipate to see increasing adoption throughout the next couple of years. If you ‘d like a free 3D engine with scripting language assistance it might be worth checking out Job Anarchy by Havok. It’s successfully subsidized by Intel (owners of Havok) for mobile phones. There’s a co-marketing choice in the license and you need to construct an x86 variation if you build for Android (or Tizen, if that ever occurs), otherwise it’s completely free, just the PC version is paid.


Source: DE