I am happy to announce that v2.0.0-alpha is available for download.
Download: cocos2d-iphone-2.0-alpha.tar.gz
Highlights:
- OpenGL ES 2.0 support (shaders)
- Better physics integration
- Includes Box2d v2.2.1 & Chipmunk 6.0.1: Templates updated with new best practices
- Much faster Motion Streak
- Improved ProgressTimer
- Much easier to create “Double Resolution” sprites in Retina Display
- Retina Display code rewritten: double viewport instead of position. Everything is in points.
- Improved profiling API
- Simplified Sprite / SpriteBatch source code
- and more
API reference: http://www.cocos2d-iphone.org/api-ref/2.0.0
Release Notes: http://www.cocos2d-iphone.org/wiki/doku.php/release_notes:2_0_0
How to migrate to v2.0: http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:migrate_to_v2.0
Documentation is still very incomplete. When in doubt, please read the tests’ source code.
This is not an stable release.
I would appreciate if you could test it in your game and report any possible bug that might appear.
Thank you.


this is very exciting. played around with pre-release after seeing one of Ray’s tuts. thank you for all the hard work.
I seem to be having issues with the kazmath, it says that the files are not found for any file within the kazmath directory. Whats the best way to solve this?
@jay: what kind of error ? Did you install it using the templates ?
How could we install this latest version with the ole one? I don’t want to remove old version as i’ve some games built on that.
@jay: Did you run into a lexical or preprocessor issue? I resolved the issue by going to my target -> Build Settings -> User Header Search Paths and checking off the recursive checkbox for the /libs path.
@mahmud:
For the moment you have to re install the templates.
I will fix it for the next version.
Awesome!! Thanks a lot Ricardo, will try on my games.
@riq, I found the issue. Its actually something that was fixed previously but I’ll give time as this is only the alpha version. But when using a space in the Project name the kazmath will give errors of files not being found. But it’s no major worry, I thought it was in general and after I submitted my post I tried making a project without a space in it and it worked. I guess its just a basic ID10T error.
But the transition to OpenGL 2 is definitely a help. Thanks for the great update and I definitely can’t wait until the full is released. Great work!
@jay:
Try to use llvm as compiler, and not llvm-gcc
http://www.cocos2d-iphone.org/wiki/doku.php/prog_guide:migrate_to_v2.0
Awesome stuff. I thought I read somewhere you got hired by some firm, so I expected development on cc2d to slow down, love to be proven wrong
I’v found some strange behavior when trying to do z-sorting inside custom ‘draw’ method.
When I using kmGLTranslatef(0.0, 0.0, -100.0), the object #2 moves on x and y %)
- (void)draw {
[super draw];
/// drawing the ground using native opengl functions
ccGLEnableVertexAttribs(kCCVertexAttribFlag_Position | kCCVertexAttribFlag_TexCoords);
ccGLBlendFunc(myBlendFunc.src, myBlendFunc.dst);
ccGLUseProgram(myShader->program_);
kmGLPushMatrix();
// object #1
kmGLTranslatef(layer.position.x * CC_CONTENT_SCALE_FACTOR(), 0.0, 0.0);
ccGLUniformModelViewProjectionMatrix(myShader);
ccGLBindTexture2D(dirtTex.name);
glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, groundData.vertsDirt);
glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, 0, groundData.textsDirt);
glDrawArrays(GL_TRIANGLES, 0, 6*groundLen);
// object #2
kmGLTranslatef(0.0, 0.0, -100.0);
ccGLUniformModelViewProjectionMatrix(myShader);
ccGLBindTexture2D(grassTex.name);
glVertexAttribPointer(kCCVertexAttrib_Position, 2, GL_FLOAT, GL_FALSE, 0, groundData.vertsGrass);
glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, 0, groundData.textsGrass);
glDrawArrays(GL_TRIANGLES, 0, 6*groundLen);
kmGLPopMatrix();
}
THANKS for this! I have updated my shooter project to this new cocos2d version and I can confirm that this:
“Much faster Motion Streak”
… is simply true.
Very good work.
@riq
Thanks for all your hard work!!
Will this new major version (cocos2d v2) include all the new additions added to 1.1, like the CCParticleBatchNode ?
@calin Yes, it will.
Sad, I still want to position sprites by pixel.
I don’t feel like programming my game 3 times for Phone Pad and Mac.
I’m trying to fix my issues by tearing out the retina support from the ccMacros.h. Gosh I hope I don’t break too much.