Difference between revisions of "Why use Gideros?"
From GiderosMobile
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===Full assets encryption=== | ===Full assets encryption=== | ||
===Offline builds=== | ===Offline builds=== | ||
− | You | + | You don't have to expose your code and assets to any server and don't depend on internet connection. |
+ | ===Fully open-source and free=== |
Revision as of 04:14, 16 January 2019
As of 2019, Gideros just out of the box has pretty much everything that can be needed for creating even top tier mobile games:
- GLSL Shaders
- Physics (LiquidFun)
- Meshes
- Particles
- Texturepacks
- Tilemaps
- Blend modes
- Stencil
- IAP/Ads
- JSON
- Skeletal animations (Spine/Dragonbones)
- Sockets & real-time multiplayer (PhotonCloud/Noobhub)
- plenty of other plugins built-in
Besides that, few more advantages can be mentioned:
Instant on-device testing
True Multithreading
Various Lua enhancements
For example classic 'getDistance' function performs 5x faster with Gideros' mutation operators then with vanilla Lua code.
Facebook Instant Games support
Unique async calls system
Besides regular enterframe callbacks, we can write a program "sequentially", like we would have written for the Commodore 64 or DOS PC, ie assuming our program has complete control of the computer.
Built-in Profiler
Built-in Debugger
Full assets encryption
Offline builds
You don't have to expose your code and assets to any server and don't depend on internet connection.