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Cocos Creator vs MicroProfile

Cocos Creator

cocos.com

MicroProfile

github.com

Side by side

FigureCocos CreatorMicroProfile
Price fromFreeFree
Free planYesYes
Free trial——
Open source——
WebYesYes
WindowsYesYes
macOSYesYes
Linux—Yes
iOSYes—
AndroidYes—
Self-hosted—Yes
Plans published21
Spec score · Game Profiling Software8.4 (#6)7.8 (#14)

Plans

Cocos Creator

  • Cocos CreatorPrice not published
  • FreeFree

Cocos Creator pricing →

MicroProfile

  • MicroProfileFree

MicroProfile pricing →

In their own words

Cocos Creator

Cocos Creator is an open-source, cross-platform graphics engine and real-time 3D content creation platform for 2D and 3D games and other interactive content. Its all-in-one editor includes an animation editor and plugin system, and supports TypeScript scripting. Developers can also use JavaScript or visual scripting. Projects can be published to iOS, Android, macOS, Windows, mobile and desktop web, and several mini-game platforms. Cocos Creator uses a C++ core on native platforms and a TypeScript core for web and mini-game platforms. Its Extension Store lets users browse, download, and install official or third-party plugins, code, and resources; developers can package and share extensions or upload them to the Cocos Store. The full editor and runtime are available at no charge, and the free plan has no royalty fees. Cocos describes use cases including games, automotive, XR, education, and real-time 3D content creation. It also offers VIP and SVIP support, with one-to-one consultation, quick response, and real-machine debugging.

Visit cocos.com

MicroProfile

MicroProfile is a free, embeddable C++ profiler supplied in a few files for adding profiling to a project. Developers mark code with timer macros and include microprofile.cpp. Its live view is opened in Chrome by visiting the profiler host on port 1338, and it can capture the last 30 frames by default. Captures are self-contained webpages that can be saved and shared; profile data can also be written to HTML or CSV. GPU timers support OpenGL, D3D11, D3D12, and Vulkan. Counters appear in live and capture views, and timeline markers cover longer-running unique timers. A detailed view can compare two captures, but not captures made with earlier versions. Experimental dynamic instrumentation supports Intel x86-64 on Windows, macOS, and Linux, with MICROPROFILE_DYNAMIC_INSTRUMENT_ENABLE and distorm required; Linux builds also need -rdynamic. Default per-thread profiling buffers allocate 2 MB, and GPU buffers default to 128 KB each. The project is MIT-licensed and lists Windows, macOS, Linux, and unspecified console support.

Visit github.com