Software · head to head
DragonBones vs Wwise
The short version
- Each has a real cost: DragonBones javaScript/TypeScript runtime limited to specific game engines (Egret, PixiJS, Phaser, Hilo, Cocos Creator); Wwise tier eligibility is set by production budget: the free Indie plan requires a production budget under $250K
- They diverge on capability: DragonBones covers Skeletal animation, Wwise covers Wwise Authoring.
Where they differ
Only the attributes on which DragonBones and Wwise actually diverge.
| Attribute | DragonBones | Wwise |
|---|---|---|
| Pricing model | open-source | freemium |
| Platforms | Egret, PixiJS, Phaser, Hilo, Cocos Creator | Windows, Macos, Linux, Ios, Android, Consoles |
| Founded | 2014 | 2000 |
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 Wwise
- Wwise Authoring
- Interactive music
- 3D audio
- Spatial audio
- Ambisonics
- Profiling
- Plugin architecture
- SoundSeed
Both cover
- Unity
- Cocos2d-x
- 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 Wwise
- Cross-engine animation library for indie game developmentnot Wwise
- Animation creation with LoongBones editornot Wwise
Wwise
- Authoring interactive and adaptive game audio outside the game enginenot DragonBones
- Managing large sound banks and per-platform audio buildsnot DragonBones
- Profiling runtime audio memory and voice counts on console targetsnot 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)
Wwise
- Tier eligibility is set by production budget: the free Indie plan requires a production budget under $250K
- A production budget between $250K and $2M requires the Pro plan, starting at $8,000 US
- A production budget above $2M requires the Premium plan, starting at $27,000 US, or Platinum starting at $52,000 US
- Licence pricing is per title and per platform rather than a flat studio fee, and the headline figures are starting prices
- Premium plug-ins and the Wwise DLC licence are optional paid add-ons on Pro and Premium rather than included
- Source code access is only available with a support package
- On the free Indie plan there is no paid support option at all, only community Q and A
- Royalty-free status is optional rather than automatic on the Pro plan
Pricing, plan by plan
DragonBones
FreeNo published plan breakdown. See the DragonBones review.
Wwise
Free- FreeFree
- 500 media assets
- All features
- Non-commercial use
- Commercial$750/platform
- Unlimited assets
- Commercial use
- Priority 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 Wwise if
- You need wwise authoring.
- You want to start without paying.
- You work on Windows, Macos, Linux, Ios, Android, Consoles.
- You also want interactive music.
Questions people ask
- Is DragonBones or Wwise better?
- Neither clearly leads. DragonBones starts at Free and Wwise at Free, and user ratings are close enough to be indistinguishable. Choose on capability and platform support.
- Which is cheaper, DragonBones or Wwise?
- DragonBones starts at Free and Wwise at Free.
- Does DragonBones or Wwise run on more platforms?
- DragonBones runs on Egret, PixiJS, Phaser, Hilo, Cocos Creator. Wwise runs on Windows, Macos, Linux, Ios, Android, Consoles.
- 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 Wwise is typically brought in for.
- What can DragonBones do that Wwise cannot?
- DragonBones covers Skeletal animation, Mesh deformation, IK system, Texture atlas. Wwise covers Wwise Authoring, Interactive music, 3D audio, Spatial audio. Both handle Unity, Cocos2d-x, Local deployment, Windows support.
Related pages
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