I was very surprised when I found a yellow bubble-wrap envelope on my doorstep this morning. I did not expect a delivery, and particularly not one that was posted in Plattsburgh, NY.
Neither size and shape seemed familiar to anything that I might be expecting. Although I was hoping for a second that it would be my iPad 3, Apple certainly wouldn’t send a high-valued electronic device in an envelope.
I dismissed those thoughts and took a peek inside. This is the item that I unwrapped:
Kobold2D is well and alive. Actually so much so that I thought: “Hey, it’s crazy, but maybe not … I’ll give it a shot and see how far I get.”
The thought was to try and add the cocos2d-x engine (cocos2d in C++) together with the Hello World example project to the Kobold2D workspace. The result: it took about 90 minutes, most of that figuring out the correct build settings and header search paths. And it just worked.
Surprise! 😀
Right now this is just the iOS version. A cocos2d-x Mac project will be added as soon as the Mac platform is officially supported by cocos2d-x (or does it already and I missed that?). Then developers would have the choice between using either Objective-C or C++ as the primary language for developing their iOS & Mac OS X games.
It also made me think: “Hey, there’s this other open source 2d game engine … hmmm….”