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Cocos2d-x vs MonoGame

Both stand on game engine software. Which one you can start free with, which one lets you read the code, and what each costs once you pay.

Cocos2d-x

Free plan AndroidiPhoneLinux+3

Cocos2d-x offers multi-platform targets and several language options under an MIT license. Developers should check the version-specific platform support and the v4.0 changes against their project needs.

Visit Cocos2d-x

MonoGame

Free plan AndroidiPhoneLinux+2

Choose MonoGame if you want a free, open-source framework for building games with .NET languages across documented desktop and mobile targets. Console support is available to authorized developers, while Android and iOS builds require their respective development tools and workloads.

Visit MonoGame

The facts

Cocos2d-xMonoGame
Free planYesYes
Open sourceNot publishedNot published
Runs onAndroid, iPhone, Linux, Mac, Web, WindowsAndroid, iPhone, Linux, Mac, Windows
Lowest paid planFree or on requestFree or on request
Plans published11
MakerNot publishedMonoGame
Websitecocos2d-x.orgmonogame.net
On game engine software#12 of 92#16 of 92

Cocos2d-x: what it does well

  • Targets mobile, desktop, web, and console.
  • MIT-licensed and community-maintained.
  • Includes Lua and JavaScript bindings.
  • Lists Metal and OpenGL ES 2.0 rendering.
  • Documentation, tutorials, demos, API reference, and forums are available.

What to know first

  • Version 4.0 removes the H5 engine and JSB.
  • Listed Windows 3.17 support ends at Windows 10.
  • Version 3.17 has specified minimum OS versions.

MonoGame: what it does well

  • Free to use with no subscription, royalties, licensing costs, or runtime fees.
  • Supports Windows, macOS, Linux, Android, iOS, and iPadOS.
  • Console targets include Xbox, PlayStation 4 and 5, and Nintendo Switch.
  • Content builder automates asset processing and supports custom rules.
  • Code is available on GitHub under the Microsoft Public License, with exceptions.

What to know first

  • Console support requires vendor approval and an NDA.
  • DesktopGL currently does not include VideoPlayer.
  • Android builds require specified .NET, Java, and Android SDK components.
  • iOS builds require the .NET iOS workload and latest Xcode.

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