So it’s time to choose an engine (or framework, if you will; the line is blurry). My requirements are, more or less from most to least important:
- Must support WebGL. Canvas-2d only is out of the question, because I want to do some shader tricks.
- Decent code quality. I’ve been working a lot with HaxeFlixel lately, and it is so full of weird architecture and undocumented behaviours, it’s not even funny.
- Open source. Because whether or not the code is bad, the documentation nearly always is, so I want to be able to peek under the hood.
- Maintained. Must have been committed to in the last month or so.
- Well documented. I don’t care much for examples, because they usually show exactly what I don’t want to do; proper API docs are much more useful.
- No cloud lock-in. I like my independence, thank you.
I found this article as a starting point. It’s a year and a half old by now, which is about half a century in webdev years, but let’s see.
Construct2 looks really nice, but it doesn’t run on Linux. That’s such a basic requirement that I didn’t even list it above!
[Update, 2017-11-20] Construct 3 does run offline on all major platforms, but for any commercial use you have to rent it at €139/year (and even for personal offline use you need the €90/year license).
I used Phaser before, in a Ludum Dare project, and while it’s reasonably nice, I didn’t fall in love with it. It just feels a bit bloated and un-modular. Still, it’s a decent candidate.
ImpactJS is commercial with no free trial. Not right now, thank you.
PixiJS had its last commit 15 minutes ago when I looked. It’s the rendering engine used by Phaser, so it won’t be any slower than that. It’s just a rendering engine, not a full game engine, but it seems to do that one thing really well. It also allows for WebGL filters and provides a scene graph.
MelonJS had its last commit in May, almost half a year ago. The community also seems to have been inactive since.
I used Cocos2d-X before, and would prefer not to repeat the experience with any port.
LimeJS had its last commit over a year ago, and its last blog post over three years ago.
EaselJS, part of the CreateJS suite, is still active. It looks decent. Maybe I should try it some time, but PixiJS remains my number one choice for now.
CraftyJS is nice to get started with, and I may use it again for prototypes. But the original Dragon Attack, called Glauron, was made with it and had major performance problems on mobile.
LycheeJS is listed as a 2D game engine, but seems to have evolved into something else entirely.
Canvace is supposed to be a visual development environment, but even its website seems to be dead.
KiwiJS appears active judging by its website, but the last GitHub commit was almost a year ago. The link to the API docs is dead too. Pity, because it looks reasonable otherwise.
IIO.js looks a bit too simple for my purposes.
GameMaker Studio has a very long history, going way back to the Windows 95 days. Back then, it was just a toy that let non-programmers do very simple things. It seems to have matured since then, but sadly, it is still Windows-only.
PlayGroundJS doesn’t seem to support WebGL, as far as I can find.
Quintus saw its last commit over half a year ago.
Panda.js, like Phaser, uses PixiJS for rendering. It looks pretty complete and mature. Oddly though, commits ceased a year and a half ago. What is it with all these engines – are they done or something? But still, seems worth checking out some time.
Mighty Editor is cloud-based. Not my cup of tea.
From here on, most of the engines are even less well-known, which doesn’t bode well for their activity, quality or completeness.
I did try out Matter.js, a rigid body physics engine I could use in combination with PixiJS. Matter.js seems solid (pun intended), but looking around I found p2.js, which offers the same functionality behind a cleaner API, and seems to give slightly better simulation results (less springy stacks, which is a notoriously tricky problem for physics engines).
So, that’s it for now. Tomorrow I’ll get started with PixiJS and p2.js. For sound I’ll probably use SoundManager2 or Howler.js; both have served me fine in the past.
Is there a noteworthy engine that I missed? I did work off of a list from 2015, after all… Or did I get any of my facts wrong? Let me know in the comments!