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I have to work with multiple game engines, like

  • Cocos2d
  • Unity3d
  • Galaxy

While working with multiple game engines, what practices should i follow?

EDIT: Is there any guideline to follow, that would be better as while any one working with multiple game engines?

EDIT: While a game made by Cocos2d and done well at AppStore, then our target it to port to other platforms, then we utilize Unity3D. Here what should we do?

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closed as not constructive by Byte56, Josh Petrie, Ricket Oct 4 '12 at 19:29

As it currently stands, this question is not a good fit for our Q&A format. We expect answers to be supported by facts, references, or expertise, but this question will likely solicit debate, arguments, polling, or extended discussion. If you feel that this question can be improved and possibly reopened, visit the help center for guidance.If this question can be reworded to fit the rules in the help center, please edit the question.

Could you be a bit more specific? Are you having specific problems that need to be solved? Are you using these engines in one project or do you happen to have multiple projects using one engine each? – mrbinary Oct 4 '12 at 12:04
Do you mean multiple game engines for one game? – Laurent Couvidou Oct 4 '12 at 12:08
@mrbinary, I have edited my question as your criteria – Md. Mahbubur R. Aaman Oct 4 '12 at 12:09
OK so this is more about porting a game to a new engine. I think you should rework your title a bit. – Laurent Couvidou Oct 4 '12 at 12:11
I think this is a bit too broad for the site. I can't imagine there is a correct answer to this question. – Byte56 Oct 4 '12 at 16:31
up vote 1 down vote accepted

I'd suggest finding a common denominator of these engines. That is, if you will use a physics engine, find one that has ports already made for other environments you use. If you use a MVC approach, use a MVC framework that is either ported to other environments (pureMVC is quite popular) or that works in a similar way as other MVC frameworks you can use in other environments.

In the end it is best to decouple view components specific to game engine from rest of the code, so when porting the game you can focus on a specific part of the source.

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+1 for Great Answer. :) – Md. Mahbubur R. Aaman Oct 4 '12 at 12:17
Wow, that was quick. Better untick this as an answer, this will motivate others to answer too. – Markus von Broady Oct 4 '12 at 12:25
Okay. I have untick the answer. I want more answers. After that i will choose the best answer. – Md. Mahbubur R. Aaman Oct 4 '12 at 13:12
-1 MVC will not help at all, if you port between different languages, as asker does. Besides MVC is an anti pattern when it comes to games, particularily on low end devices – Maik Semder Oct 4 '12 at 19:02
Hello @MaikSemder, I didn't recommend to use MVC, I just pointed out that it would be easier to port actionscript game using pureMVC to a javascript game using pureMVC, than porting robotlegs to pureMVC and than restructuring whole code not to use injector class. I will not go into a religious war about patterns and anti-patterns, though. – Markus von Broady Oct 4 '12 at 19:32

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