1st Birthday of Cocos2d-X

Cocos2d-x open source project is C++ version of cocos2d-iphone. We focus on making cocos2d framework cross multiple platforms. Mobile games can be written on the top of cocos2d-x in C++ or Lua language, via the COMPLETELY SAME API as cocos2d-iphone, they can easily be built & run on iOS, Android, Samsung Bada and BlackBerry Tablet OS. Cocos2d-x also supports Windows & Linux, therefore we can debug source code easily and write editors on desktop operating systems.

Here’s our website: http://www.cocos2d-x.org

1. Native Gap  for cpp

NativeGap4cpp

C++ is not as elegant as ObjectiveC, but it is supported widely by most mobile/desktop platforms. Even if some platforms offer high level programming language, for example, WebOS, the closest to html5, they still open a gap of C++ & OpenGL ES for making performance-hungry games. So C++ & OpenGL ES is the most common gaming layer on most platforms.

Cocos2d-x caught is gap to make games cross platforms. Besides libGLES, we can also benefit from various C/C++ resources such as pthread, libxml2, libCurl, poco, etc to reduce our workload.

2. Supported Platforms

(Ordered by stability & reliability)

Platform Status Remarks
 1 iOS 4.0~5.0 Stable 63 registered games with about 3.5 million downloads
 2 Android 2.0~2.3, 3.0~3.1 Stable 62 registered games with about 16.6 million downloads
 3 Windows Stable Please don’t release games base on win32 port before we replace PowerVR GLES library with OpenGL
 4 Bada Stable Finished in v0.10.0. Some alpha users have released games onto samsung store, and have totally 90,000+ downloads
 5 BlackBerry Tablet OS Coming Soon Finished & merging. RIM guys joined in us recently
 6 Ubuntu Usable Linux port uses OpenGL directly.
 7 WoPhone Almost deprecated Without maintenance for several months
 8 Marmalade Almost deprecated Only one game released is base on this port. We’re looking for a maintainer of this port
 9 MeeGo Deprecated Finished but unmerged.  MeeGo is deprecated by Nokia & Intel after our contributors finished this port, oops

3. Some Top Games using cocos2d-x

You can find more awesome games & showcases from http://www.cocos2d-x.org/projects/cocos2d-x/apps. So far, cocos2d-x games have more than 20 million downloads on ios / android / bada totally.
1 year ago, cocos2d-x released its first version at Nov.30 2010. During the last year, more than 125 mobile games/apps were released based on cocos2d-x, in other words, 2 new games per week. Many contributors & blog writers joined in us, shared their new platform ports, bug fixes, cool features, and tutorials to community. Thanks to all of you.

We plan to make more cool stuffs in the coming year. You’ll see, aha.

21 Responses to “1st Birthday of Cocos2d-X”


  • Congratulations!!!!!

  • Congrats! I’ve been using it for a couple of months now and found it stunningly complete & easy to to use!
    Props to all the team

  • Congratulations!!! cocos2d-x rocks!!!

  • Yeah I love it too =) The Linux version doesn’t compile sometimes but generally I’m happy that I chose linux over win32.

    Will recommend it everyone once I’ll release a game :)

  • I LOVE cocos2d-x. Thank you guys for this wonderful project.

  • The only thing that still makes this project a bit “complicated” is the build process, if this had a build tool similar to Marmalade SDK or Unity3D where you pick your target platform and build this project would get hundreds of new developers and games.

    Wonderful stuff so far, continued success!

  • @CoCoKool:
    Cocos2d-x just like Cocos2D or cocos2d-iphone isn’t a standalone game engine with an IDE and everything. That’s why it’s so fast, in quick and active development and free.

    If you want one-click deploy, go ahead do it yourself. It’s not /that/ hard. (except it is)

  • Sounds interesting!

    Can I use Cocos2d-X to port an iPhone Cocos2d game to android? And how hard is it?
    Thanks! :)

  • Thanks all.
    @CoCoKool @Dany0 One-click deploy is out of my knowledge, I don’t know how to implement it between windows & mac osx. If anyone has knowledge about this, please tell us how to do. But we must always keep cocos2d a flexible framework.
    @ Florian It depends how much you know about c++ & android ndk. We port cocos2d-iphone to cocos2d-x at a speed about 500 lines per man-day. So if you have a cocos2d-iphone game of 10,000 lines, you can port it to android in 20 men-days. Then double it, you can release a stable version to android market at about 40 men-day.

  • Hi Walzer,
    Congratulations!

    With wophone support being deprecated, I am wondering who is now the sponsor of the project?

  • @leon.li
    CocoaChina.com, the largest ios developer’s community in China. FishingJoy is their product.

  • Thanks and congratulations. but the reason why i hestated facing cocos2dx is that, i doubt whether there’s solution for gestures and movie-playing as convinient as cocos2d combining with cocoa touch.

  • @air
    Honestly, not as convenient as the combination of cocos2d-iphone and ios. We had to wrap gestures, movie-playing APIs from objc to c++, or from java to c++ before invoke them in cocos2d-x. But someone has already shared these source code in forum and their blogs.

  • Walzer – great work on cocos2d-x.

    Online Sniper League was ported from iOS to Android using cocos2d-x and released 11/23/2011.
    iOS has over 660,000 downloads (since June 2011)
    Android has over 25,000 downloads (since November 2011)

  • What version of Open GL ES is used, 1.x or 2.0?

  • @roko
    master branch is based on Open GL ES 1.1,
    Branche gles2.0 https://github.com/cocos2d/cocos2d-x/tree/gles2.0 can work on windows, ios and android, but haven’t merged because folder structure need to be modified.

  • @Walzer: Are you working on the cocos2d-x gles20 port ? Great! let me know if you need help understanding the new parts of cocos2d v2.0

  • @riq
    Gles20 port on cocos2dx used a different approach: keep compatibility with cocos2d 1.0.x interfaces. Besides gles2.0, we’re porting -x onto Windows8 Metro which uses DirectX 11, and windwos phone 7 which uses XNA. So we have no ability to involve too deep into graphic implementation before we can completely manage them. My energy is put into javascript binding recently, I hope I can show a basic demo at the end of this month :)

  • @walzer: Ok. thanks for the update. Good to know that you are supporting XNA too! :)

  • I am new to Cocos2D and experimenting with X and iPhone versions. I like the iPhone version as it is clean and well structured. On the other hand the X version is messy. Some of my thoughts:
    Tried to compile on Ubuntu 11.10 but failed.
    Build files all over the place.
    Folder name inconsistencies (Linux, linux, etc.)
    Compiled object files in the same directories with the sources.
    Header and implementation files in different directories.

  • Hello,

    I’ve been using Cocos2d-x since beginning of this year, and like it very, very much. The recently released rc0a v2.0 seems especially fantastic. Congrats team!

    Just wondering what’s the long term plan though, since the -x framework supports iOS. Quite frankly, is there any inclination to deprecate cocos2d-iphone, and focus instead on cocos2d-x? If not, what are the main reasons?

    Not trying to express any opinion, simply voicing a question for long term planning. Looking forward to hearing your thoughts. Thanks!

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