Created
October 30, 2013 14:51
-
-
Save defHLT/7233962 to your computer and use it in GitHub Desktop.
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
2013-10-29 22:44:55 icedp hi | |
2013-10-29 22:45:11 icedp is it true that JS binding work both on -x and -html5 ? | |
2013-10-29 23:09:30 -- PuffTheMagic_ is now known as PuffTheMagic | |
2013-10-30 00:23:24 riq_ icedp, yes | |
2013-10-30 00:24:13 riq_ if your JS game uses the cocos2d JS API, or the Chipmunk JS API, or the WebGL API it will run on top of cocos2d-x + JS bindings, or on top of cocos2d-html5 | |
2013-10-30 00:27:10 icedp is there any overhead for using JS on phones? I'm more interested in developing for android/ios, but cross platform with html looks cool | |
2013-10-30 00:28:22 icedp or should I go C++ in this case? | |
2013-10-30 00:36:50 riq_ icedp, it depends on your game | |
2013-10-30 00:37:18 riq_ match-3 games, puzzle games, simple arcade games could run with cocos2d-x + JSB at 60 FPS on an iPhone 4S | |
2013-10-30 00:37:50 riq_ But super CPU intensive games might not be suitable for pure cocos2d-x + JS | |
2013-10-30 00:37:59 riq_ what I recommend is: | |
2013-10-30 00:38:05 icedp but it's still much faster then html since rendering's being done through C++? | |
2013-10-30 00:38:35 riq_ - Develop your game in JS... and profile it... if you main loop is slow, then write in C++ and add JS bindings to it | |
2013-10-30 00:38:42 riq_ yes, correct. | |
2013-10-30 00:39:04 riq_ All the rendering, cocos2d animations, even physics are run in C++ | |
2013-10-30 00:39:29 riq_ you pay a small price when you call C++ calls from JS. | |
2013-10-30 00:39:46 icedp oh so you can write only part of the game in C++? | |
2013-10-30 00:39:51 riq_ yes | |
2013-10-30 00:40:01 icedp that makes a lot of sense | |
2013-10-30 00:40:12 riq_ you can write 100% in JS, or 90%, or 50%... or 0%... it depends on your game and needs | |
2013-10-30 00:41:26 icedp or the 90% in JS and the other 90% in C++ ( :) ) | |
2013-10-30 00:43:05 icedp ok then let's say I'm going to write in cocos2d-x in JS, should I look API refence for Cocos2d-html5 on this page? http://www.cocos2d-x.org/wiki/Reference | |
2013-10-30 00:45:42 icedp riq_: thank you for intro btw, very helpful | |
2013-10-30 00:47:33 riq_ yes, the cocos2d-html5 API is a good starting point | |
2013-10-30 00:47:47 riq_ icedp, also, take a look a the pre-built games that are bundled with cocos2d-x | |
2013-10-30 00:47:52 riq_ - MoonWarriors | |
2013-10-30 00:47:57 riq_ - CrystalCraze | |
2013-10-30 00:48:03 riq_ - Wateremlon With Me | |
2013-10-30 00:48:08 riq_ - Cocos Dragon | |
2013-10-30 00:48:34 riq_ Those 4 samples are written in JS, and they work on cocos2d-x + JS bindings, and on top of cocos2d-html5 as well | |
2013-10-30 00:53:13 icedp formats seems different | |
2013-10-30 00:53:15 icedp some has src | |
2013-10-30 00:53:22 icedp some has Source and Platform folders | |
2013-10-30 00:57:21 icedp whoa.. scenes? that means that was done by CocosStudio? | |
2013-10-30 00:57:41 riq_ icedp, yes... it is because we have been improving the code | |
2013-10-30 00:58:00 riq_ the the oldest example is Moon Warriors, a pure JS game | |
2013-10-30 00:58:21 riq_ then came Watermelon With me: Pure JS, with Chipmunk JS, plus a little of CocosBuilder | |
2013-10-30 00:58:30 riq_ then CocosDragon: JS + CocosBuilder | |
2013-10-30 00:58:39 riq_ then CrystalCraze: JS + Cocosbuilder | |
2013-10-30 00:59:01 riq_ CocoStudio doesn't support JS yet | |
2013-10-30 01:01:02 icedp CocosBuilder for iPhone and iPad it says | |
2013-10-30 01:01:07 icedp I need Android as well | |
2013-10-30 01:01:14 icedp I'm a little confused at this point | |
2013-10-30 01:01:24 riq_ CocosBuilder is a Mac editor, but generates code for cocos2d-x | |
2013-10-30 01:03:27 icedp I'm on linux | |
2013-10-30 01:04:03 riq_ you can create JS games (cocos2d-x + JSB / cocos2d-html5) without using any editor | |
2013-10-30 01:04:19 riq_ So, use Moon Warriors as an example | |
2013-10-30 01:04:31 icedp JSB? | |
2013-10-30 01:04:32 riq_ it is a pure JS game (no data generated with editors) | |
2013-10-30 01:04:39 riq_ JSB = JavaScript Bindings | |
2013-10-30 01:04:43 icedp oh ok | |
2013-10-30 01:23:44 icedp I looked examples and it works on html | |
2013-10-30 01:23:53 icedp but I can't compile -x | |
2013-10-30 01:24:01 icedp ../physics/CCPhysicsBody.cpp: In constructor ‘cocos2d::PhysicsBody::PhysicsBody()’: | |
2013-10-30 01:24:01 icedp ../physics/CCPhysicsBody.cpp:80:20: error: ‘UINT_MAX’ was not declared in this scope | |
2013-10-30 01:24:01 icedp , _categoryBitmask(UINT_MAX) | |
2013-10-30 01:34:08 riq_ are you using cocos2d-x v3.0 ? | |
2013-10-30 01:34:15 riq_ if so, yes, there is a bug | |
2013-10-30 01:34:25 riq_ it will be fixed in a few hours, or days | |
2013-10-30 01:38:04 icedp git://github.com/cocos2d/cocos2d-x.git | |
2013-10-30 01:38:23 icedp this one | |
2013-10-30 01:40:49 icedp recommend to switch to 3.0-alpha at least? | |
2013-10-30 01:50:57 icedp on the other hand I should use 2.2 | |
2013-10-30 01:51:09 icedp since I want JS as well.. | |
2013-10-30 01:55:03 riq_ both of them are good | |
2013-10-30 01:55:18 riq_ the only issue right now is that the v3.0 branch is not compiling for Linux | |
2013-10-30 01:58:11 -- n8o- is now known as n8o | |
2013-10-30 02:12:59 icedp a little confused http://cocos2d-javascript.org/demos/box2d-physics this is not the same as cocos2d-x JBI? | |
2013-10-30 12:47:09 k1t [04:20:12] icedp: No it is not the same | |
2013-10-30 12:47:09 k1t [04:20:54] Aside from the Box2d library that codebase is totally different | |
2013-10-30 12:47:09 k1t [04:24:26] its a different port | |
2013-10-30 12:47:09 k1t [04:24:34] of teh codes |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment