I have talked to riq, and now we are going to work on cocos2d specifically for mac... We are looking for a team... Right now we need some one who is good at going from opengl es to opengl... Post here if you are interested.
Cocos2D-Mac Team!
(66 posts) (22 voices)-
Posted 1 year ago #
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Please, see the previous post where I mentioned how to approach this feature. cocos2d for Mac should not be a different project, but a feature of "cocos2d - objc".
Initially it could be a branch just for the sake of not breaking things, but then it should be part of the main trunk.From your post people might think that I will work specifically on the Mac port. I'm not. I'll continue to work on v0.99 until v1.0 is released. And as I mentioned in previous posts, these 3 features are very important, and will be included post v1.0:
- OpenGL ES 2.0
- Mac support
- NSCoding supportPosted 1 year ago # -
@riq One thing about mac and iphone is that each library would have to be different.. iphone and mac may seem very similar, but in a lot of ways they are different... The iphone has UIKit and mac doesn't... So UILabels UIColor ect... dont work on mac... instead it uses cocoa... Those two are pretty different... Also iphone has opengl es and mac uses opengl... So there are two ways of accomplishing a version for mac: getting rid of all the errors you get from compiling cocos2d-iphone on a mac and port everything or start from scratch and build it with the same structure...
Posted 1 year ago # -
@Techy: yes, I know that. Again, in a previous post I mentioned one way to address it. It might be difficult to find it (the "search" doesn't work very well), but, really, it is not that difficult to support Mac and iPhone with the same source code.
95% of the code is reusable, the Mac port should be a feature of cocos2d, not a different project. Again, the research could be started in a branch, like @Rolando did when he started the Mac support a few months ago. @Rolando has some ideas about this project too.
If you see the Roadmap ( http://www.cocos2d-iphone.org/wiki/doku.php/roadmap ), Mac support is planned after v1.0.
[UPDATE]:
I appreciate your initiative, and I we don't have to agree. But in this particular feature, since I want it to be part of cocos2d-iphone, I would appreciate if you think of a way of supporting both Mac and iPhone with the same source code.Posted 1 year ago # -
One thing is you could include both the mac and iphone library in the download with cocos2d-iphone
Posted 1 year ago # -
Sorry to bring this thread (I'm a little late in the discussion).
I might start working again on the Mac port of cocos2d... any update? has anyone been working on this?Posted 1 year ago # -
The day just got a little shinier :D
Posted 1 year ago # -
This is just an experiment...

- CCTexture2D ported to Mac: %60
- EAGLView ported to Mac: %85
- The rest of the objects: 0%
This is not going to be easy / quick, but it is an interesting experiment.
Posted 1 year ago # -
nice!
Posted 1 year ago # -
Sweet!
Posted 1 year ago # -
Let me express a negative feeling about this Cocos2d for Mac project...
Cocos2d iPhone is now a mature engine (I've been a lurker grom the google group era). With the new TOS and the section about obj-c, Cocos2d has a huge advantage among other libraries/platforms. The potential of Cocos2d is now extraordinary.
At the same time, iOS and generally the concept of abstracted OSs is becoming clearly the future. iOS devices are even today the bigger money maker for Apple! There are already repeating rumors (call me "demand") for an iOS based mac.This non-technical nature of operating systems is something unavoidable as the customer base is being extended to the whole population. Apple is already a leader to this OS transformation.
Having these in mind, getting a very promising one-man-show (Cocos2d iPhone) to become a half-man-show in favor of a platform that belongs to the past, is going to be proved a mistake in my opinion.
Instead, this is the best time for:
1) Some marketing! Cocos2d for iPhone should now have made real $$ for its developer and a strong team should have been built around it. Even as a free product, there are many ways to generate serious income towards a "team/company" goal. This would be for the best interest of the whole community!
2) New "Cocos for iOS" stuff. For example: a) an in-app purchases api + server. b) a 3d models importer and other 3d helper classes. c) extensive official documentation, which is something that would strongly accelerate the library adoption.
Posted 1 year ago # -
@noocell - you make some excellent points especially about the direction Apple is headed. However, whenever we talk about supporting @riq I have noticed there seem to be two common issues:
1. Cocos2d users (developers) do not have any (extra) money to donate, regardless of the amount. Which is sad because even $10.00 would help.
2. Many users have asked for lower cost projects and/or documentationSo perhaps it would be better if @riq spent time on a second project he could sell (instead of Cocos2d-Mac). Maybe a side-scroller using OpenFeint. Heck I'd pay for that.
Anyhow, sorry I don't mean to derail this thread, just @noocell, you've brought up some very valid points.
Cg
Edit: Let me add the question "Will this increase income for Riq"? If the answer is YES, go for it. If NO, well there you go. :-)
Posted 1 year ago # -
@noocell: Thanks for the feedback.
They way I see it is that having cocos2d ported to mac is a very useful feature for cocos2d-iphone users:
- You'll be able to develop games more quickly. The startup time is faster than the simulator.
- You'll be able distribute your games for Mac. Think of "promo" games.
- I'll be able to develop the "cocos2d world editor" :), which would be, IMHO, a killer feature.Posted 1 year ago # -
The cocos2d world editor would definitely be awesome :) But how would testing work in regards to multi-touch events? That is, would you have some sort of translation layer, or would you need to write specific "mouseDown"/"mouseUp" sort of functions just to be able to test it? If that were the case, then I think that would actually slow development quite a bit.
Posted 1 year ago # -
That's understandable, but when you mention that you could test your app outside of the simulator, would we have to write specific code to emulate single-touch handling with the mouse?
For example, if I was working on a game for the iPhone, and I had some code to handle a single touch on a sprite, I'd be using ccTouchBegan... So if I wanted to test this outside of the simulator, would I also have to have code like ccMouseDown...?
I realize that you're not that far into it yet, so don't let me overcomplicate things ;)
Posted 1 year ago # -
@chrisco - Just guessing, but wouldn't mousedown be equivalent as ccTouchBegan... and (mousedown/moving) the same as ccTouchMoved and mouseup the same as ccTouchEnded? so there wouldn't be a need to differentiate... idk. If anything you'd have to worry about "extra" other events like mousehover, etc.
Posted 1 year ago # -
Let me dream a little bit... if the mac port works OK and if I'm able to develop a good world cocos2d editor, and if the cocotron projects works as expected then your designer will be able to create a cocos2d level on a windows machine, and you'll be able to test it on your iPhone.
Posted 1 year ago # -
How far back is the support for the Mac platform going to go? ;)
Posted 1 year ago # -
@mobilebros - You're right, they would be equivalent in terms of functionality, but I can't imagine they'd have an identical API. I think in terms of developing games as either a Mac game or an iPhone game, the engine would be great. I just have a hard time understanding the benefits of building a Mac version of an iPhone game to avoid using the simulator for testing.
The simulator provides a translation layer that takes mouse events and passes them to your app as UITouch events, whereas a game compiled as a Mac version would only send mouse events. If you didn't add code to your iPhone game to handle these mouse events, it would be very difficult to test.
And since a ccTouchBegan event wouldn't make sense on the Mac in the same way that a ccMouseDown event wouldn't make sense in an iPhone game, I don't see how the two could share an API for interaction.
Maybe I'm just completely misunderstanding things...
Posted 1 year ago # -
@riq - I very much like the way you see this Cocos for Mac project, as you further explaining it as an accessory platform and testbed for iOS development.
When that time will eventually come, plz plz plz charge something serious for it (the Zwoptex style ^10) ... :)
As @cybergreg says "Will this increase income for Riq"? If the answer is YES, go for it."
Posted 1 year ago # -
You could always create a multitouch server for the iPad/iPhone and have the Mac client connect to it during testing. I'm playing with something similar at the moment to use an iPad/iPhone to deliver touch events to flash.
Its suffering a bit from lag at the moment (TCP over wifi) but I'm pretty sure it's down to the implementation rather than the idea.
Posted 1 year ago # -
I am realy nteresting in something like this. I was making a multitouch table almost a year ago and this would be realy helpful back then. And because of the ease of use you could make a good multiouch application/game realy fast. So I would port the game library to the mac and implement the multitouch feature with tbeta (CCV): http://ccv.nuigroup.com/
Posted 1 year ago # -
come on riq, you rock!!!!
cocos2d for mac will be awesome!!!!
If you need help please contact with me.
I would love sell a mac game :)Posted 1 year ago # -
@abitofcode LOL :)
@roli: Very interesting project.
Posted 1 year ago # -
@riq, what about multitouch events on macs with multi touch input devices, like newer MBP and the magic trackpad... I think we could somehow receive multitouch events on both mac and iOS.
As for the real benefit of having a mac version, I agree with @riq that having an editor is *the* idea for porting cocos2d to mac (with the added bonuses of being able to run games on the mac)
Posted 1 year ago # -
so if we want to keep up to date on cocos-2d mac, what would be the best way? just keep tuned to this thread? is there a list or something?
Posted 1 year ago #
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