LibGDX vs Cocos2dx For Developing Android Games
cocos2d-x, libgdx
Solution
Well this does obviously hugely depend on what you are after. Libgdx and Cocos2d have very different APIs. So I do actually recommend you just check them both out and pick what is best for you in the end. Personally I dislike the Cocos2d API. Libgdx is much more low-level and allows you to completely decouple the rendering logic from your game logic.
Libgdx is written in Java over C++. However, the performance critical parts are written in native code to execute at optimum speed. I've personally looked at a lot of frameworks out there and haven't found anything that performs as good as libgdx. Development also becomes really fast with hot code swapping, which will allow you to run and change code in your game without having to recompile. Libdgx also lets you deploy to HTML5 without needing to rewrite anything. iOS backend is WIP. So if iOS is first priority for you, you'll need to wait until libgdx supports that.
By far the biggest benefit of using libgdx is the hugely helpful community driving it. You will get answers very quickly as well as help from the developers themselves.
Needless to say, I'm an avid supporter of libgdx.
Problem
I need to know how LibGDX compares to Cocos2dx for the android platform. Yes, portability is a goal, but so is quality, ease of use and frame rates.