Tuesday, March 11, 2014

Cocos2Dx. First Hand

After getting good grip on Unity. I was feeling good to make 3D game prototypes, whether its point n click, or a 3d adventure game, or a endless runner. Unity's Mecanim is quite good to use and it handles multiple animations quite well. So I was discussing something with my project's game designer and he had a classic design of a game, which can be made just in 2D. By that time Unity hasn't made there 2D feature implemented. I was wondering to which technology platform I should go for. After searching quite a bit I found  Cocos2d till now is the best 2d engine one can get. Its free , it has lot of support. Well these two things only I needed to put my hands on Cocos2d.



      I haven't used much c++. Still I don't have fear from it  :D ! I downloaded cocos2dx. It was already supplied with the demo projects to experiment with the game framework. I'm a visual studio user.
                CCScene CCLayer, CCObjects. These are the main objects to be noticed in cocos2d framework. Other than this it uses Box2d or chipmunk for physics. And for rendering it has preloaded basic shaders to render sprites. For particle effects, it already has some very decent procedurally generated particle effects, which you can tweak.
       CCScene holds the control of a particular scene likemain menu, options menu, loading screen, etc. It holds the information for CCDirector also. And this object drives the main camera to different scenes. CCLayer holds the information for all the actions happens, like touch action, event, accelerometer, push notification. CCObject is the object which holds the control like position, render, it can have the physics component as well.
     Just keep fiddling with the template projects and you will get to know about most of the common important things. 

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