The cocos2d family keeps growing and growing and growing…
The new members of the family are:
- cocos2d-x, in C++, multiplatform
- cocos2d-android-1, in Java, for Android
- cocos2d-javascript, in Javascript, for Web
cocos2d-x
- Homepage: http://www.cocos2d-x.org
- Git repository: https://github.com/cocos2d/cocos2d-x
- Platforms: iOS, uPhone, Win32. Coming soon: Bada, Android
- Language: C++
- Based on cocos2d-iphone v0.99.4
cocos2d-android-1
- Homepage: http://code.google.com/p/cocos2d-android-1/
- Git repository: https://github.com/ZhouWeikuan/cocos2d
- Platforms: Android
- Language: Java
- Based on cocos2d-iphone v0.99.4
- This is the 2nd port of cocos2d for Android/Java (See “The cocos2d family” for the other port)
cocos2d-javascript

- Homepage: http://www.cocos2d-javascript.org
- Git repository: https://github.com/RyanWilliams/cocos2d-javascript
- Platforms: Web (html5 / javascript)
- Language: Javascript
- Based on cocos2d-iphone: v0.99.5
Related links:


I can’t wait until I can program for both windows and mac at the same time. And even more excited when all that can be in the same project as iphone
I’m the guy developing cocos2d-javascript. It’s pretty nice to see it here. It was initially based on v0.99.4 but I’ve since used v0.99.5 as a reference.
The project is still in the early stages but if anyone’s interested there’s a simple example project available on github at: https://github.com/RyanWilliams/cocos2d-helloworld
Interesting, I see big speed improvements. cocos2d-x is on the official repository, will it overtake the Objective-C implementation? How does will it be synced with the official version?
cocos2d-x will never ovetake objc implementation. Objc is always the best way to develop ios games, c++ language itself is “danger” and “trap-filling”.
The aim of cocos2d-x is for multi-platform games, reduce the worklord of cross-platform development.
Every mobile platform would like to make a private rule, to build a sealed business-cycle in it. Apple use objc, Android use Davlik(not J2ME), WP7 use C#. So C/C++ is the best way to cross them.
Why don’t think to rewrite the ObjC implementation as a wrapper of the C++ one? Cocos2D would gain all the performance benefits of C++ keeping the high level advantages of ObjC, and with a multi-platform/portable core.
If there would ever be a common base of cocos-2d from which to build wrappers over, I would choose a clean C implementation. C is wrapped with C++, Obj-C, C#, and Java very well. But, I don’t see that happening any time soon.
If you take a look at the call stacks in Xcode, you’ll see a number of core Apple frameworks (CoreAudio as an example) are written in C++ with Objective-C wrappers.
@Ryan: Thanks. I’ve updated the post