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	<title>Comments on: 1st Birthday of Cocos2d-X</title>
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	<link>http://www.cocos2d-iphone.org/archives/1674?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=1st-birthday-of-cocos2d-x</link>
	<description>A 2d game engine for iPhone / iPad that&#039;s fast, easy to use, free, and community supported</description>
	<lastBuildDate>Tue, 21 May 2013 21:01:33 +0000</lastBuildDate>
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	<item>
		<title>By: LovingIt!</title>
		<link>http://www.cocos2d-iphone.org/archives/1674/comment-page-1#comment-107401</link>
		<dc:creator>LovingIt!</dc:creator>
		<pubDate>Fri, 15 Jun 2012 15:40:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.cocos2d-iphone.org/?p=1674#comment-107401</guid>
		<description><![CDATA[Hello,

I&#039;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&#039;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!]]></description>
		<content:encoded><![CDATA[<p>Hello,</p>
<p>I&#8217;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!</p>
<p>Just wondering what&#8217;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?</p>
<p>Not trying to express any opinion, simply voicing a question for long term planning.  Looking forward to hearing your thoughts.  Thanks!</p>
]]></content:encoded>
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	<item>
		<title>By: Cocos2d-x &#124; iOS Game Development</title>
		<link>http://www.cocos2d-iphone.org/archives/1674/comment-page-1#comment-88818</link>
		<dc:creator>Cocos2d-x &#124; iOS Game Development</dc:creator>
		<pubDate>Mon, 09 Apr 2012 15:34:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.cocos2d-iphone.org/?p=1674#comment-88818</guid>
		<description><![CDATA[[...] project file that is using the same codebase for Andriod. Saves up on a lot of resources. Here is a link that provides more information on how it [...]]]></description>
		<content:encoded><![CDATA[<p>[...] project file that is using the same codebase for Andriod. Saves up on a lot of resources. Here is a link that provides more information on how it [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Dimitris</title>
		<link>http://www.cocos2d-iphone.org/archives/1674/comment-page-1#comment-74401</link>
		<dc:creator>Dimitris</dc:creator>
		<pubDate>Sun, 12 Feb 2012 23:30:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.cocos2d-iphone.org/?p=1674#comment-74401</guid>
		<description><![CDATA[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.]]></description>
		<content:encoded><![CDATA[<p>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:<br />
Tried to compile on Ubuntu 11.10 but failed.<br />
Build files all over the place.<br />
Folder name inconsistencies (Linux, linux, etc.)<br />
Compiled object files in the same directories with the sources.<br />
Header and implementation files in different directories.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: riq</title>
		<link>http://www.cocos2d-iphone.org/archives/1674/comment-page-1#comment-64873</link>
		<dc:creator>riq</dc:creator>
		<pubDate>Thu, 19 Jan 2012 21:12:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.cocos2d-iphone.org/?p=1674#comment-64873</guid>
		<description><![CDATA[@walzer: Ok. thanks for the update. Good to know that you are supporting XNA too! :)]]></description>
		<content:encoded><![CDATA[<p>@walzer: Ok. thanks for the update. Good to know that you are supporting XNA too! <img src='http://www.cocos2d-iphone.org/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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	<item>
		<title>By: Walzer</title>
		<link>http://www.cocos2d-iphone.org/archives/1674/comment-page-1#comment-64680</link>
		<dc:creator>Walzer</dc:creator>
		<pubDate>Thu, 19 Jan 2012 01:46:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.cocos2d-iphone.org/?p=1674#comment-64680</guid>
		<description><![CDATA[@riq
Gles20 port on cocos2dx used a different approach: keep compatibility with cocos2d 1.0.x interfaces.  Besides gles2.0, we&#039;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 :)]]></description>
		<content:encoded><![CDATA[<p>@riq<br />
Gles20 port on cocos2dx used a different approach: keep compatibility with cocos2d 1.0.x interfaces.  Besides gles2.0, we&#8217;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 <img src='http://www.cocos2d-iphone.org/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>By: riq</title>
		<link>http://www.cocos2d-iphone.org/archives/1674/comment-page-1#comment-64617</link>
		<dc:creator>riq</dc:creator>
		<pubDate>Wed, 18 Jan 2012 19:24:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.cocos2d-iphone.org/?p=1674#comment-64617</guid>
		<description><![CDATA[@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]]></description>
		<content:encoded><![CDATA[<p>@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</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Walzer</title>
		<link>http://www.cocos2d-iphone.org/archives/1674/comment-page-1#comment-64569</link>
		<dc:creator>Walzer</dc:creator>
		<pubDate>Wed, 18 Jan 2012 13:29:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.cocos2d-iphone.org/?p=1674#comment-64569</guid>
		<description><![CDATA[@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&#039;t merged because folder structure need to be modified.]]></description>
		<content:encoded><![CDATA[<p>@roko<br />
master branch is based on Open GL ES 1.1,<br />
Branche gles2.0 <a href="https://github.com/cocos2d/cocos2d-x/tree/gles2.0" rel="nofollow">https://github.com/cocos2d/cocos2d-x/tree/gles2.0</a> can work on windows, ios and android, but haven&#8217;t merged because folder structure need to be modified.</p>
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	</item>
	<item>
		<title>By: roko</title>
		<link>http://www.cocos2d-iphone.org/archives/1674/comment-page-1#comment-64561</link>
		<dc:creator>roko</dc:creator>
		<pubDate>Wed, 18 Jan 2012 12:46:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.cocos2d-iphone.org/?p=1674#comment-64561</guid>
		<description><![CDATA[What version of Open GL ES is used, 1.x or 2.0?]]></description>
		<content:encoded><![CDATA[<p>What version of Open GL ES is used, 1.x or 2.0?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: jd</title>
		<link>http://www.cocos2d-iphone.org/archives/1674/comment-page-1#comment-58452</link>
		<dc:creator>jd</dc:creator>
		<pubDate>Wed, 21 Dec 2011 16:15:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.cocos2d-iphone.org/?p=1674#comment-58452</guid>
		<description><![CDATA[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)]]></description>
		<content:encoded><![CDATA[<p>Walzer &#8211; great work on cocos2d-x.</p>
<p>Online Sniper League was ported from iOS to Android using cocos2d-x and released 11/23/2011.<br />
iOS has over 660,000 downloads (since June 2011)<br />
Android has over 25,000 downloads (since November 2011)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Walzer</title>
		<link>http://www.cocos2d-iphone.org/archives/1674/comment-page-1#comment-57661</link>
		<dc:creator>Walzer</dc:creator>
		<pubDate>Sat, 17 Dec 2011 06:06:27 +0000</pubDate>
		<guid isPermaLink="false">http://www.cocos2d-iphone.org/?p=1674#comment-57661</guid>
		<description><![CDATA[@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.]]></description>
		<content:encoded><![CDATA[<p>@air<br />
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.</p>
]]></content:encoded>
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