@pandemosth wrote:
My experience with Cocos2d-x over the last 2 years has been mixed, let down too often by quality issues. I'm not saying this to complain, anyone thats developed cross platform code will understand the challenges, plus thats not the point of this post.
The main thing that has given me comfort (and the main reason I chose the framework in the first place for my apps) is the fact that it is open source. If needed I can get in and fix issues myself. I've done this several times and contributed fixes back to the main project where possible.
SDKBOX has in my experience also been let down by frustrating quality issues. In my most recent app release two SDKBOX plugins have been causing crash reports from end user devices, in scenarios that cannot be reproduced here in testing. Investigating the cause without source code is obviously much harder, and forget any possibility of fixing.
Thats why I have to ask a question that has been asked before. Why is SDKBOX closed source?
This is essentially wrapper code around other companies' sdks and published APIs, with some glue to bridge with the cocos2d-x runtime. Nothing proprietary to protect, and the argument that has been voiced previously that it needs to be closed source to maintain quality is hard to understand right now.
Why not adopt the same open source model as the Cocos2d-x project?
Posts: 5
Participants: 3