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cocos2d-xcocos2d-x-3.0

What are the advantages of using cocos2d-x 3.0 over cocos2d-x 2.x?


Cocos2d-x 3.0 alpha was released for some time now. What was improved over cocos2dx-2?

The features list is quite important, but in terms of performance are there new limitations/improvements?

Have you noticed real improvements in performance, development patterns, APIs and support?


Solution

  • I've been using it recently and from what I've noticed the main differences are that everything is namespaced now, so you don't have to deal with the prefixed names that came from the objective c patterns, so cocos2d::Point instead of CCPoint (especially for enums, (Texture2D::PixelFormat::RGBA8888 instead of kCCTexture2DPixelFormat_RGBA8888)).

    Also some of the event stuff now has support for c++11 lambdas.

    A more complete list of the changes can be found here: http://www.cocos2d-x.org/wiki/Release_Notes_for_Cocos2d-x_v300

    but for the most part of using it myself, it's just made to feel more like C++, instead of like objective-c.