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A couple hours ago I’ve opened Cocos2D Central (http://cocos2d-central.com), a forum / website / soon-to-be-community. Initially intended for readers of my Cocos2D book but generally open to everyone.
To be able to handle all the feedback and questions I receive by email while allowing everyone else to benefit from it, the logical next step was to create a forum. And that’s what Cocos2D Central is right now, a forum. But it will be much more (articles, downloads, blogs, store) because I can, but not without seeing actual demand, so I’m starting with the essentials and take things from there. I dubbed it “Cocos2D Central” because I think that with Cocos2D X and Cocos2D Javascript (Web) there are two relatively new Cocos2D engines which have great potential to become quite popular as well, so why not enable the new website to cover the whole Cocos bunch at once?
Next step: slowly growing a community on Cocos2D Central. For that [[UIFingerPointGestureRecognizer alloc] init] I need you!
Please hop on over and join (it’s really convenient with OpenID, Twitter and Facebook login options), then say hello and post your thoughts. I look forward to meeting you on Cocos2D Central!
I keep running into posts where users ask how fast cocos2d is, or why their particular code is slow.
I compiled a procedures checklist that you should go through before reporting performance issues.
I also tried to explain why the question of how fast cocos2d is has no real-world relevance.
Then i added a link to All-Seeing Interactive’s cocos2d Performance Tips as this is such a great post! It covers a lot of topics:
- Profiling with Instruments
- Testing on different devices
- Textures and Texture Atlases
- Speeding up loading times
- Reducing memory usage
- Flipping textures
- Pixel formats
- PVRTC (Texture Compression)
- CCSpriteSheet
- Pre-render programatically generated textures
- Avoid using atomic accessors
- Read the best practices documentation
As always i hope you find these additions help- and useful.