Here's a small list of engines used to make some android games. It is the result of personal research and curiosity only.AppEngine1010!UnityAsdivine MenaceUnityBattleHandUnityBeastie BayNative (Java)Candy Crush SagaIn House (C/C++)Digimon Heroes!In House (C/C++)Dragon Ball Dokkan BattleCocos2d-x (C++)Dungeon RushCocos2d-x (Lua)FINAL FANTASY Record KeeperCocos2d-x (JS)Forge of EmpiresCocos2d-xFuturama: Game of DronesUnityGoat SimulatorUnrealHorizon ChaseUnityLords MobileUnityMabinogi DuelGiderosMagic: Puzzle QuestUnityPuzzle and DragonsIn House (C/C++)RPG AlphadiaNative (Java)RPG Revenant SagaUnityTerra BattleUnityTrials FrontierIn House (C/C++) (Dragon Quest of the Stars)Unity The tendency is for it to grow up, as I am analyzing more apps.(Last update: 03/17/2016) Since when I saw this post on reddit, this is a subject that always comes back to my mind. As I am not an expert on performance tests, I've looked up for something easy to implement and found this article. As you can see this isn't a complete test suite, it's just a simple algorithm, testing only a scenario, therefore, it can't be taken as absolute truth, it should be considered only as a starting point for more advanced testing.In order to reduce the execution time, I decreased the internal loops size from 32000 to 3200, as you can see below:extends Nodefunc _ready(): print ("Starting at: " + str(OS.get_time())) var t1 = OS.get_ticks_msec() var i_counter = 0 for i_loop1 in range(0, 10): for i_loop2 in range(0,3200): for i_loop3 in range(0,3200): i_counter += 1 if ( i_counter > 50 ) : i_counter = 0 print ("Ending at: " + str(OS.get_time())) var t2 = OS.get_ticks_msec() var i_seconds = t2 - t1 var s_seconds = str(i_seconds / 1000.0) print ("Total seconds:" + s_seconds) get_node("Label").set_text(s_seconds)For comparison, it were used HaxeFlixel (with various targets), Game Maker Studio, Wave Engine and pure Python, all of them using release mode. My machine is running Windows 10 Pro 64 bit.So, let's go to the results: Apos muito tempo sem tocar no codigo do OpenBOR, tanto tempo que ate mesmo o site oficial nao e mais o mesmo, recebi algumas solicitacoes da comunidade para reconstruir o programa compativel com o ultimo firmware do GCW-Zero, pois aparentemente nessa nova versao os Paks nao sao mais encontrados.A coisa mais facil a se fazer seria usar o codigo-fonte da ultima versao disponivel para o aparelho e apenas ajustar a referencia aos diretorios. Porem, como tal port nao faz parte das plataformas oficialmente suportadas, o codigo nao estava disponivel em seu repositorio. Fiz algumas buscas, mas infelizmente nao obtive resultados, entao tive que seguir o caminho mais dificil: fazer todas as adaptacoes necessarias, baseadas no ultimo port do OpenDingux do A320.A principal diferenca da versao do GCW-Zero sao os diretorios padrao, ja que o sistema de arquivos do OPK e de somente leitura, forcando redirecionar todos arquivos para fora dele.Para referencia segue lista com principais diretorios:Arquivos PAK : /data/local/share/OpenBOR/PaksArquivos de Save: /data/local/home/.OpenBOR/SavesArquivos de Log: /data/local/home/.OpenBOR/Logs Caso encontre algum problema, por favor, deixe um comentario.DownloadOpenBOR.opkCodigo-fontehttps://bitbucket.org/shin_nil/openbor-engine-opendingux This tutorial is outdated, for Godot 2.1 (or above) please refer the official documentation, it's much better now. This is a step by step tutorial explaining how to compile a custom android module for Godot 2.0. For that, we'll be using the appodeal module, but