cocos2d v2.0-alpha released

I am happy to announce that v2.0.0-alpha is available for download.

Downloadcocos2d-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.

15 Responses to “cocos2d v2.0-alpha released”


  • 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!

  • 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.

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