Updated cocos3d – a 3D extension for cocos2d

cocos3d 'hello, world' example

A retina screenshot from the cocos3d Mashup Demo, insanely overloaded with mesh particles, text labels, animated robots, skinned hammers and running characters!

Update [2012-11-13]:

I’m pleased to announce that cocos3d 0.7.2 has been released.

This release adds heterogeneous 3D mesh particles, enhanced UIViewController integration, ray-casting enhancements, simplified parametric vertex array allocation and management, performance and memory usage improvements, enhanced logging, and detailed GL error tracing.

Features added in this 0.7.2 release include:

  • Added mesh particles as a type of particle system.
    • Particles can now be constructed from any template mesh, (sphere’s, boxes, planes, POD models, etc).
    • A single emitter can support particles constructed from different template meshes.
    • Mesh particles can individually move, rotate and scale in three dimensions.
    • Particles can be added manually to an emitter, effectively creating a generic mesh batching system.
    • All mesh particle vertices are manipulated in main memory and submitted to the GL engine in a single GL call.
  • Improved integration with UIView and UIViewController:
    • New CC3UIViewController class supports auto-rotation of the 3D/2D scene to the device orientation using standard UIKit auto-rotation.
    • Both iOS6 and pre-iOS6 rotation mechanisms are supported.
    • The CC3UIViewController loadView method now creates an appropriate CC3EAGLView, removing the need to create the view outside the controller in the AppDelegate.
  • Added the ability to determine the individual mesh faces, and the exact mesh location, intersected by a ray (for example from a touch).
  • Added the vertexContentTypes property to CC3MeshNodeCC3Mesh to simplify the creation of vertex arrays within a mesh. Parametric meshes (spheres, cones boxes, planes, etc.) can now be created with any type of vertex content.
  • Added several new parametric mesh population methods, including parametric cones and invisible touch-boxes.
  • Added support for bitmapped text labels as a 3D mesh.
  • Added additional camera movement and framing methods.
  • Added a build setting to provide the ability to trace GL errors to the exact GL call that triggered the error.
  • Automatic handling of textures with pre-multiplied alpha channels.
  • Memory and performance improvements including the use of minimal matrices, removal of many redundant GL calls, and the use of bitfields for most BOOLs.

Find out what’s new here.

cocos3d is a significant extension to cocos2d 1.x that adds a full 3D modelling space, including 3D mesh models, perspective projection cameras, materials, and lighting. With cocos3d, you can populate your world with 3D models exported from 3D editors such as Blender, 3ds Max or Cheetah3D, combined with models you create dynamically in your Objective-C code.

Integration with cocos2d 1.x is seamless. Rendering of all 3D model objects occurs within a special cocos2d layer, which fits seamlessly into the cocos2d node hierarchy, allowing 2D nodes such as controls, labels, and health bars to be drawn under, over, or beside 3D model objects. With this design, 2D objects, 3D objects, and sound can interact with each other to create a rich, synchronized audio-visual experience.

Like cocos2d, cocos3d is written entirely in Objective-C, and many of your favourite cocos2d paradigms, such as CCActions, are available for 3D objects. And like cocos2d, it is distributed for free under an MIT license.

Continue reading ‘Updated cocos3d – a 3D extension for cocos2d’

cocos2d v2.1-beta3 released!


I am happy to announce that cocos2d-iphone v2.1-beta3 is available for download:

Highlights

  • Many JS improvements:
    • compatible with cocos2d-html5, improved JS API
    • compatible with Chipmunk-JS (beta)
    • New JS tests/examples: CocosDragon, and reusing all the JS tests from cocos2d-html5
  • New ClippingNode
  • Added Gesture support for OS X
  • Much better integration with CocosBuilder
  • “Auto draw” support in RenderTexture (beta)
  • Updated 3rd party components (Chipmunk, uthash, SpiderMonkey, jsbindings, CocosBuilder Reader)
  • Many bug fixes in different components

Full Changelog: CHANGELOG

Many thanks to all the contributors!!

Understanding JS:

  • cocos2d v2.1 comes with JavaScript as scripting language: JS is fast and has a small footprint.
  • This is an optional component. So, you are not required to use it.
  • You can create your whole game in JS; or use JS only for basic things and develop the hard-core in Objective-C; or don’t use it at all.
  • Should you decide to develop your whole game in JS, you will be able to run it WITHOUT ANY CHANGES in any browser (by using cocos2d-html5) and on Android (by using cocos2d-x)

More info about cocos2d and JS: cocos2d-and-JavaScript

JS Examples:
CocosDragon: 50% developed using CocosBuilder, 50% developed in JS

JS Tests: Do you remember the cocos2d Objective-C tests ? Well, now they are in JS too.
Try the web version: –> JS Tests Web <–

Moon Warriors: Developed 100% in JS.
Try the web version: –> Moon Warriors Web <–

Watermelon With Me: A Physics game developed 90% in JS and 10% with CocosBuilder

Cocos2d-x for Windows Phone 8 is out

With the launch of Windows Phone 8, Microsoft Open Technologies Inc pushed hard to get this port out, which is branched off from Cocos2d-x for Windows 8 metro. Now you can get your game onto Windows Phone 8 before anybody else! It has the same API set as Cocos2d-x C++ so porting your game is a breeze, and of course as always, it is licensed under MIT, so its free as in beer, and there will be no royalty or what so ever! Yeah, Microsoft is embracing open source projects, wow.

WP8 port is mainly written in C++, with the same API set as cocos2d-x v0.13 and cocos2d-iphone 1.0.1, which means you can port your cocos2d-x 0.1x games onto wp8 easily and smoothly.

Before porting your game to wp8, please check these “Status of Test Cases“  to see if the features you need has been implemented in this release. Most of test case are working properly while a few features need to be improved in the next version.

cocos2d-x for wp8, simulator screenshot

Source Code

Download Zipball: http://cocos2d-x.googlecode.com/files/cocos2dx-0.13.0-wp8-0.8.zip
Github repo: http://cocos2d-x.googlecode.com/files/cocos2dx-0.13.0-wp8-0.8.zip

Development Environment Requirements

- Windows 8 (can not work on Windows 7)
- Visual Studio 2012
- Windows Phone 8 SDK (tested on LKG35)

What’s next?

Next up, we will firstly merge Windows Phone 8 port with Win8 metro port, which are in the different branches of a same repository. Secondly we will upgrade this branch to the same API set cocos2d-x v2.0.3 and cocos2d-iphone v2.0. Expect 1~2 months for this job.

cocos2d-iphone v1.1 RC0 released

I am very happy to announce that cocos2d v1.1 RC0 is finally available for download:

Highlights

* iPhone 5 and iOS 6 support
* Better support for DisplayLink + UIKit elements
* Easier physics integration
* Many, many and even more bugfixes

Full Changelog: https://github.com/cocos2d/cocos2d-iphone/blob/release-1.1-RC0/CHANGELOG

Release Notes: http://www.cocos2d-iphone.org/wiki/doku.php/release_notes:1_1_0

I would appreciate if you can test this release candidate in your games and report any possible bug that you might find. Thank you.

cocos2d-iphone v2.1 beta2 released

cocos2d-iphone v2.1-beta2 is available for download:

Although it is a tiny release, it includes important changes. Highlights:

  • Updated templates: Compatible with iPhone 5 Retina Display, and fixes in Mac templates
  • LabelTTF works on Mac Retina Display

Full Changelog: CHANGELOG

API Reference: v2.1 API Ref

I would appreciate if you could test it and report any possible bug that you might find. Thanks.

cocos2d-iphone v2.1 beta released

I am happy to announce that cocos2d-iphone v2.1-beta is available for download:

Highlights:

  • JavaScript bindings for cocos2d, Chipmunk and CocosBuilder Reader
  • Better physics support: PhysicsSprite and Debug Physics node
  • Improved physics templates (try the Chipmunk template)
  • Supports PVR v3 file format
  • Improved GL shader code
  • New actions that mimics flash behavior: RotationalSkew
  • Fixes for iOS 6 (supports new auto-rotation without flicker)

Full Changelog: CHANGELOG

cocos2d-iphone v2.1 is part if a bigger project to create multi platform games. Please read the cocos2d + JavaScript documentation for further info:

I would appreciate if you could test it and report any possible bug that you might find. Thanks.

CocosBuilder 2.0 final and 2.1 alpha

After more than 6 months in development CocosBuilder 2.0 is finally released! Compared to version 1 there are tons of new features such as a new compact file format, support for plug-ins, project based work environment, publishing to zip files, improved examples, sticky notes, rulers, guides and better resource handling. CocosBuilder 2.0 is stable and has already been tested and proven in the creation of many published game titles. Documentation is unfortunately still a little bit on the lacking side, but once you get your project up and running CocosBuilder will save you hours of work when designing game menus, tile-less levels or any other interface elements.

In parallel with the testing of the final version of CocosBuilder 2.0, development has continued rapidly on the next version. Today I am happy to announce the release of an alpha of version 2.1. There are three major areas of improvements in version 2.1; a new animation editor, ease of use and documentation.

The animation editor has top notch features such as boned animations, support for easing, smooth transitions between multiple timelines, possibility to import sequences of images and support for multiple resolutions. What you see in the editor is a pixel perfect representation of what your animation will look like in your game. Use the editor to create full screen animations, character animations or anything you can imagine!

Much of the feedback during the testing period of CocosBuilder 2.0 has been concerning the ease of use of CocosBuilder. This is something that is being addressed in version 2.1 where great improvements already has been done to creation of new projects and ccb-files, adding objects and the general workflow. The program is still labeled an alpha version as all planned features are not yet there (the biggest additions that will come are multiple selections and built in documentation).

If you haven’t tried out CocosBuilder yet, this is a good time to do it! Get both the final 2.0 release and 2.1 alpha from the download page.

cocos2d devcon at Japan

Keisuke Hata held a cocos2d dev conference at Japan. Here is the list of the speakers and their talks:

Keisuke Hata @Seasons
Presentation: Cocos2d platforms

Walzer Wang @WalzerWang
Presentation: cococs2d-x, Intro and Architecture

ajinotataki @ajinotataki
Presentation: Use of shaders on cocos2d

Kazunori Nanji @torotiti
Presentation: cocos2d x OpenOffice

StellaSDK: port your cocos2d-iphone games to Android

One year ago Wenqui contacted me to let us know that StellaSDK supported WebOS as target platform.

Now, StellaSDK supports Android as well.

Stella SDK Update:StellaSDK-android with cocos2d support

Stella SDK continues to assist cross-platform app development and portability of cocos2d projects. It allows cocos2d games to be ported to Android devices almost automatically, which dramatically reduces the learning curve for iOS developers and ensures best performance.

As the Android market quickly expands, Stella SDK helps iOS developers embrace many more Android users in a simple, fast and cost-effective fashion. Stella SDK provides a pure Objective-C coding environment, and developers can produce both iOS and Android mobile apps from one unified SDK. Furthermore,only one code base is necessary in the long run, which promises a tremendous save of resources.

Stella SDK has helped several cocos2d games ported to Samsung devices successfully. This includes performance-hungry “Lamebo vs Zombies”, powered by cocos2d core and superb graphics from MediaFreaks. (Available on Amazon Appstore). Please go to our website for a free download of Stella SDK: http://www.yeecco.com/stella. Developers providing us with constructive feedback will also have a chance to be given a StellaSDK-pro tool for free, with our engineering support to help you have your games to Android soon.

For more information, please visit StellaSDK page:  http://www.yeecco.com/stella

cocos2d v2.0 released!

Hi,

I am happy to announce that after more than one year in development (development started in Feb 2011) and 7 intermediate releases, cocos2d for iPhone v2.0 is available for download:

v2.0 highlights:

  • OpenGL ES 2.0 support
  • Better Physics engine support
  • Better DoubleResolution sprite support
  • Easier to maintain Retina Display code
  • Faster MotionStreak code
  • New ProgressTimer actions
  • New Transitions
  • Better Labels supports
  • Better templates
  • Includes v1.1-beta features like Particle Batches
  • Many many bug fixes
  • …and more

Release Notes:

Full Changelog:

 

Many thanks to all the developers, contributors, beta testers, members of the community for their help, patches, code, ideas, testing and support!  Thank you.

 

What’s next:

Expect an alpha release in a few weeks. v2.1 code is being developed in the “develop-v2″ branch.

 




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