Reasons why using Cocos2d-x:
- This is a cross-platform engine; easy to port to Android and iOS with one set of Source.
- It has a lots of documents, samples, books and supports
- Some team in our company use it
The parts of Cocos being used:
- Memory Management (CCObject has retain/release behaviour like objective-c)
- String Utility
- File Utility
- BatchSpriteNode
- GUI Nodes uisng Cocos buidler
- Particle Systems
- HTTP
- Animation Action Handling
- Screen Auto-fit
- GUI Components
- Zip/Unzip support
- Audio Support
The parts implemented by ourselves:
- Sprite Rendering with skin support (because need to integrate with our existing data)
- Map Rendering (also need to integrate with the existing data)
- Protocol decoding
- In-game controls
- Special UI Components
- Full View
- Popup View
- Tab view
- RichText Label
- RichText Input
The parts using the 3rd parties:
- Game Content Patching (using vcdiff protocol and xdelta)
- Thread (using Poco::Thread)
- Socket (using Poco::Network)
- A* Path finding
- Unit Testing (using UnitTest++, this is really good)
The tools have used:
- In house
- Sprite and Animation Editor
- 2D Tile Map Editor
- Game Event Editor
- 3rd parties
- Cocosbuilder
The things I want to try:
- Sprite and Animation of cocos2d
- Texture packer
- Run the Unit Test without starting the simulator
- Profiling Tools
- Other texture formats: ETC, PVRTC
(will update if there are something new!!)
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