Software · head to head
DragonBones vs LÖVE
The short version
- Each has a real cost: DragonBones javaScript/TypeScript runtime limited to specific game engines (Egret, PixiJS, Phaser, Hilo, Cocos Creator); LÖVE lOVE is a 2D-only framework, with no 3D pipeline
- They diverge on capability: DragonBones covers Skeletal animation, LÖVE covers Lua scripting.
Where they differ
Only the attributes on which DragonBones and LÖVE actually diverge.
| Attribute | DragonBones | LÖVE |
|---|---|---|
| Pricing model | open-source | free |
| Platforms | Egret, PixiJS, Phaser, Hilo, Cocos Creator | Windows, Macos, Linux, Ios, Android, Web |
| Founded | 2014 | 2008 |
Identical on both: starting price (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 DragonBones
- Skeletal animation
- Mesh deformation
- IK system
- Texture atlas
- Animation blending
- Bone constraints
- FFD
- Multi-resolution
Only in LÖVE
- Lua scripting
- Graphics rendering
- Physics engine (Box2D)
- Audio support
- Input handling
- File I/O
- Vector math
- Animation support
Both cover
- Local deployment
- Windows support
- Macos support
What people use each for
The jobs each tool is most often brought in to do.
DragonBones
- 2D skeletal animation for JavaScript and TypeScript game enginesnot LÖVE
- Cross-engine animation library for indie game developmentnot LÖVE
- Animation creation with LoongBones editornot LÖVE
LÖVE
- Making 2D games in Luanot DragonBones
- Rapid prototyping of 2D gameplaynot DragonBones
- Shipping small 2D games to desktop and mobile from one Lua codebasenot DragonBones
Where each one falls short
Documented limitations, not opinions. Every one is a constraint you would hit in normal use.
DragonBones
- JavaScript/TypeScript runtime limited to specific game engines (Egret, PixiJS, Phaser, Hilo, Cocos Creator)
LÖVE
- LOVE is a 2D-only framework, with no 3D pipeline
- Games must be written in Lua, with no other supported scripting language
- Supported platforms are limited to Windows Vista and later, macOS 10.11 and later, Linux, Android and iOS
- The iOS build is distributed as source and libraries rather than a ready installer
- There is no commercial support offering; help is through community forums, Discord and a subreddit
Pricing, plan by plan
DragonBones
FreeNo published plan breakdown. See the DragonBones review.
LÖVE
Free- FreeFree
- Full framework
- Lua scripting
- Cross-platform support
Which should you pick?
Choose DragonBones if
- You need skeletal animation.
- You want to start without paying.
- You work on Egret, PixiJS, Phaser, Hilo, Cocos Creator.
- You also want mesh deformation.
Choose LÖVE if
- You need lua scripting.
- You want to start without paying.
- You work on Windows, Macos, Linux, Ios, Android, Web.
- You also want graphics rendering.
Questions people ask
- Is DragonBones or LÖVE better?
- Neither clearly leads. DragonBones starts at Free and LÖVE at Free, and user ratings are close enough to be indistinguishable. Choose on capability and platform support.
- Which is cheaper, DragonBones or LÖVE?
- DragonBones starts at Free and LÖVE at Free.
- Does DragonBones or LÖVE run on more platforms?
- DragonBones runs on Egret, PixiJS, Phaser, Hilo, Cocos Creator. LÖVE runs on Windows, Macos, Linux, Ios, Android, Web.
- Can I use DragonBones for free?
- Both have a free tier, so you can try either at no cost before committing.
- What is DragonBones best used for?
- DragonBones is most often used for 2d skeletal animation for javascript and typescript game engines, cross-engine animation library for indie game development, animation creation with loongbones editor. Of those, 2d skeletal animation for javascript and typescript game engines and cross-engine animation library for indie game development are not what LÖVE is typically brought in for.
- What can DragonBones do that LÖVE cannot?
- DragonBones covers Skeletal animation, Mesh deformation, IK system, Texture atlas. LÖVE covers Lua scripting, Graphics rendering, Physics engine (Box2D), Audio support. Both handle Local deployment, Windows support, Macos support.
Related pages
More on DragonBones
Keep looking
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