Switching to Libgdx

Lately I've been playing around with another game dev framework, Libgdx, and so far I love it... so I think I'll stick with it. Here are some of the features covered by Libgdx : OpenGL wrappers, sprites, atlases, fonts, particles, math utilities, physics engine, TMX tilemap support,... For a detailed list, see here. As you can see, it is a very complete and flexible framework. In this post I'll explain what makes it stand out from the others.


My Biggest Influences & All-Time Favorites

I've just posted a list of the games that had a (positive) impact on me on The Last Save Point. Likes and dislikes are personal, and I would like to keep things here strictly about game dev, so even though it's a borderline issue, I'm not posting the list here.
I certainly inadvertently omitted some titles, but I'll add them as they come up. I will also edit the list every now and then to add a comment for each game.


First Steps with Cocos2d-x

It took me some time to realize that the "x" in "cocos2d-x" was standing for "cross", as it's a cross platform engine. Anyway, it's too long to read, I usually go with "cocos x", but maybe I should start reading it"cocos cross" ? ...

At first I thought the toughest part would be learning how to use cocos while learning C++, but I was wrong. In fact, as I was already quite familiar with C and very fluent in Java, learning C++ was really easy; of course I can't say I master it yet, I can see it is a very rich and complex language that has a lot to offer, but for my current needs, I'm good to go. I thought I should be able to catch cocos quickly since the API ref is available on their website, and that's generally all that is needed to catch up any api, but I was wrong. Also, setting up cocos2d-x didn't go as smoothly as I expected it.