Box2D Forums

It is currently Fri May 24, 2013 7:02 am

All times are UTC - 8 hours [ DST ]




Post new topic Reply to topic  [ 3 posts ] 
Author Message
 Post subject: ANDEngine or not?
PostPosted: Wed Nov 30, 2011 5:27 pm 
Offline

Joined: Wed Nov 30, 2011 3:11 pm
Posts: 1
Just created my first jbox2d android project and it runs fine, but I was wondering if the ANDEngine implementation of box2d was any more efficient. Basically, what are the professionals' thoughts on developing with ANDEngine box2d extension versus jbox2d for android apps?


Top
 Profile  
 
 Post subject: Re: ANDEngine or not?
PostPosted: Wed Dec 14, 2011 1:57 pm 
Offline

Joined: Mon Jun 08, 2009 12:21 pm
Posts: 353
I'm pretty sure ANDEngine uses JNI to like to a natively compiled Box2D version. So the engine implementation itself will perform better, but the speed of the JNI bridge is always questionable, not sure how big of a hit that is on Android. But I'm willing to bet it's faster than JBox2D on Android, if only because it's more up-to-date (jbox2d still uses an unbalanced dynamic tree for broadphase, while I think Box2D now uses a B+ tree)


Top
 Profile  
 
 Post subject: Re: ANDEngine or not?
PostPosted: Sat Dec 24, 2011 12:55 am 
Offline

Joined: Mon Jun 28, 2010 9:36 pm
Posts: 18
Don't use ANDEngine, go for LibGDX, it also uses c++ Box2D through JNI.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 3 posts ] 

All times are UTC - 8 hours [ DST ]


Who is online

Users browsing this forum: No registered users and 0 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Powered by phpBB® Forum Software © phpBB Group