Is Cocos2d for Android?
cocos2d for Android is a framework for building 2D games, demos and other graphical/interactive applications. It is based on the http://code.google.com/p/cocos2d-iphone/’>cocos2d-iphone design: it uses the same API, but instead of using objective-c, it uses Java.
Is Cocos2d easy to use?
Version. Cocos2d-x is a fast, powerful, and easy-to-use open source 2D game engine. It’s is very similar to Apple’s Sprite Kit, but has one key advantage – Cocos2d-x is cross platform.
Is Cocos2d cross-platform?
Cocos2d-x is a mature open source cross-platform game development framework that supports 2D and 3D game creation. The engine provides rich functions such as graphics rendering, GUI, audio, network, physics, user input, etc., and is widely used in game development and interactive application construction.
Who owns Cocos2d?
Chukong Technologies
Chukong Technologies also maintains and leads development on the Cocos2D-x game engine, an open-source cross-platform development engine used by 400,000 developers around the world including leading studios like Zynga, Konami, GREE, and Glu.
What’s new in cocos2d-x?
Cocos2d-x supports Android Studio using NDK version r16. Gradle configurations have been updated, including simplifying Gradle PROP_* values, changing the deprecated compile to the new implementationin dependency declaration, and added Proguard configuration to reduce Release package size. CMake is now supported on all platforms
Can I use the same C++ files in two Cocos2d-x projects?
Right now you have two Cocos2D-X projects – one for iOS and one for Android. Your goal is to have them share the same directories so that you can use the same C++ files (with all your portable game logic) in both projects. If you look closely at the Classes directory in Eclipse and Xcode, you will see that the C++ files are completely identical!
Is it possible to use Objective-C Cocos2d on Android?
Cocos2D is an amazing and easy to use framework, but since it’s written in Objective-C you can only write games with it for iOS and the Mac. Wouldn’t it be great if you could use the same easy to use Cocos2D API, but have it run on Android as well?
What is the best way to test Cocos2d-x?
The usual development strategy for Cocos2D-X is to develop and test on iOS (via Xcode) first, and after you’ve got that working, make sure it works on Android (via Eclipse) second. Just keep the following rules in mind: Test often.