Hi,
Here is my test:
https://github.com/kextdev/cocos2d-iphone-multiview
cheers
A fast, easy to use, free, and community supported 2D game engine
interesting. Could tell us the the internals/design approach you took ? Thanks.
Looks nice however it would be beneficial if you updated it for the latest Cocos2D 2.0 since many things have been changed since the 1.x days.
The main idea is switching cocos2d context (CCDirector, CCScheduler, etc...) during execution in different views.
+(CCDirector*)sharedDirector;
replaced by in multiview mode:
+(CCDirector*)switchDirector:(int)index;
I have hard patched cocos2d 1.0 with multiview, without bugs (many time spent for it). I think this logic should work in 2.0. I can past it to github if have reason.
I use it for multiple windows for chat and animation in classic Cocoa. Here is video of last stage dev version http://exxdev.kazantipa.net/files/video - 1:47
Since 1.x is about to be phased out (no more updates for it), could you just update it for 2.x? If this works well I think @riq can use it to be implemented sooner in a new version of Cocos2D than later!
I thinking about 2.0 update, no problem with logic update, but many time for debugging. I don't have much time, maybe month or two-three required for development in my case. I can paste 1.0 on github, maybe somebody can help with this faster. I work for another cocos2d extension, that in progress - animation CPU, that can integrated in Cocos2d Builder, etc...
Thats alright. Please do update it though since many of us are on Cocos2D 2.0. :)
Good things if cocos3d and cocos2d 2.0 will be in multiview. I'm don't work with cocos3d, I don't know, maybe this is not really.
Don't do Cocos3D support just Cocos2D 2.0 support! For those using Cocos3D, they should be experienced enough to handle this situation on their own.
Hmm... I don't understand about cocos3d, this is 90% of different architecture or something else?
Not sure I don't use Cocos3D. I would focus on getting Cocos2D 2.0 support then we can worry about Cocos3D later.
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