Software · head to head
Cocos2d-x vs MonoGame
The short version
- Each has a real cost: Cocos2d-x cocos2d-x is MIT licensed with no commercial tier, and the vendor's own site directs users toward its newer engine, Cocos Creator, as the actively developed product, leaving Cocos2d-x without a first-party paid support or upgrade path.; MonoGame console targets for PlayStation 4 and 5, Xbox One and Nintendo Switch require platform authorisation rather than being openly available
- They diverge on capability: Cocos2d-x covers 2D rendering, MonoGame covers C# language support.
Where they differ
Only the attributes on which Cocos2d-x and MonoGame actually diverge.
Identical on both: starting price (Free), pricing model (free), free tier (Yes), user rating (Not yet rated), category (Unknown).
What each one covers
Drawn from each product's published feature list. An absence here means we hold no record of it - not that the product lacks it.
Only in Cocos2d-x
- 2D rendering
- Physics engine (Chipmunk)
- Particle effects
- Animation system
- Touch input handling
- Tilemap support
- Sprite batching
- Xcode
Only in MonoGame
- C# language support
- Graphics rendering
- Physics integration
- Content pipeline
- Input handling
- Sprite system
- 2D and 3D support
- C#
Both cover
- Audio engine
- Visual Studio
- Local deployment
- Mobile deployment
- Windows support
- Macos support
- Linux support
- Ios support
What people use each for
The jobs each tool is most often brought in to do.
Cocos2d-x
- Mobile game developmentnot MonoGame
- 2D gamesnot MonoGame
- Lightweight gamesnot MonoGame
- Cross-platform gamesnot MonoGame
MonoGame
- Cross-platform game development in C# and .NETnot Cocos2d-x
- Shipping to Windows, macOS and Linux from one codebasenot Cocos2d-x
- Mobile releases on Android, iOS and iPadOSnot Cocos2d-x
- Commercial indie titles with no royalty or runtime feenot Cocos2d-x
Where each one falls short
Documented limitations, not opinions. Every one is a constraint you would hit in normal use.
Cocos2d-x
- Cocos2d-x is MIT licensed with no commercial tier, and the vendor's own site directs users toward its newer engine, Cocos Creator, as the actively developed product, leaving Cocos2d-x without a first-party paid support or upgrade path.
MonoGame
- Console targets for PlayStation 4 and 5, Xbox One and Nintendo Switch require platform authorisation rather than being openly available
- A code-first framework in C# with no bundled editor or visual scene tooling
Pricing, plan by plan
Cocos2d-x
Free- FreeFree
- Full engine source
- MIT License
- Community support
MonoGame
Free- FreeFree
- Full framework
- C# support
- Cross-platform
Which should you pick?
Choose Cocos2d-x if
- You need 2d rendering.
- You want to start without paying.
- You work on Windows, Macos, Linux, Ios, Android.
- You also want physics engine (chipmunk).
Choose MonoGame if
- You need c# language support.
- You want to start without paying.
- You work on Windows, Macos, Linux, Ios, Android, Playstation, Xbox.
- You also want graphics rendering.
Questions people ask
- Is Cocos2d-x or MonoGame better?
- Neither clearly leads. Cocos2d-x starts at Free and MonoGame at Free, and user ratings are close enough to be indistinguishable. Choose on capability and platform support.
- Which is cheaper, Cocos2d-x or MonoGame?
- Cocos2d-x starts at Free and MonoGame at Free.
- Does Cocos2d-x or MonoGame run on more platforms?
- Cocos2d-x runs on Windows, Macos, Linux, Ios, Android. MonoGame runs on Windows, Macos, Linux, Ios, Android, Playstation, Xbox.
- Can I use Cocos2d-x for free?
- Both have a free tier, so you can try either at no cost before committing.
- What is Cocos2d-x best used for?
- Cocos2d-x is most often used for mobile game development, 2d games, lightweight games, cross-platform games. Of those, mobile game development and 2d games are not what MonoGame is typically brought in for.
- What can Cocos2d-x do that MonoGame cannot?
- Cocos2d-x covers 2D rendering, Physics engine (Chipmunk), Particle effects, Animation system. MonoGame covers C# language support, Graphics rendering, Physics integration, Content pipeline. Both handle Audio engine, Visual Studio, Local deployment, Mobile deployment.
Related pages
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