A preview version of cocos2d-iphone v3 has been available for a couple days now. I thought I’ll take a closer look and summarize what’s been done, what’s working and what isn’t, what’s new and what’s old but revamped.
Installation
The installer script has been revamped. It has a different name (install.sh) and different parameters (-force instead of -f).
The first thing I noticed is that the installer is downloading Chipmunk2D. Made me wonder why, so I double-checked to confirm: Chipmunk isn’t included in the archive. This means no offline installation.
I’ll explain later why Chipmunk isn’t included.
Project & File Templates
In the preview there’s only one project template. It doesn’t demo any physics features, it’s your typical “Hello World” example with buttons.
There seems to be an issue with the template where any attempt to save it to a custom location caused Xcode to crash. In fact every time the “Save File” sheet came up and I didn’t click on “Create” right away, Xcode would crash. That’s just one of the reasons why it’s still a preview.
The CCNode File Template isn’t worth mentioning at this point, it creates an empty Objective-C class and is barely different from the regular Objective-C class template at this time.
Hello World v3
Continue reading »
KoboldTouch v6.2 marks the third major milestone for KoboldTouch. It also marks the longest development cycle between two updates: exactly 30 days.
That’s 30 days packed with new features, improvements and bugfixes, there’s a new development blog for the work-in-progress “Angry Trains” starterkit and slowly but surely the documentation is coming together.
So let’s check out the exciting new features in KoboldTouch v6.2:
Objective-C Box2D Physics wrapper
The Objective-C wrapper for Box2D (aka “Boxjective2D”) is now in a state that I feel very comfortable with. And proud. It’s the only Box2D Objective-C wrapper that’s both fairly complete and supported and will be continuously improved. It’s also stable, super-slick and easy to use, highly efficient without compromising integrity (ie no @private vars) and you can always access the underlying Box2D objects.
The following Box2D components are wrapped in Objective-C classes, which is about 80% of the public API of Box2D (and I won’t stop there): Continue reading »
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