Game Development Reference
In-Depth Information
It's 2D
Of course, cocos2d carries the 2D in its name for a reason. It focuses on helping you
create 2D games. It's a specialization few other iOS game engines currently offer.
It doesn't prevent you from loading and displaying 3D objects. In fact, an entire add-on
product aptly named cocos3d has been created as an open source project to add 3D ren-
dering support to cocos2d. Unfortunately, cocos3d is not compatible with cocos2d 2.0
at this point since cocos3d is still using OpenGL ES 1.1.
I have to say that the iOS devices are an ideal platform for great 2D games. The major-
ity of new games released on the iTunes App Store are still 2D-only games even today,
and even a lot of 3D games are essentially 2D games, gameplay-wise. 2D games are
generally easier to develop, and the algorithms in 2D games are easier to understand
and implement, making them ideal for beginners. In almost all cases, 2D games are less
demanding on hardware, allowing you to create more vibrant and more detailed graph-
ics.
It's Got Physics
You can also choose from two physics engines that are already integrated with
cocos2d. On the one hand there's Chipmunk, and on the other there's Box2D. Both
physics engines superficially differ only in the language they're written in: Chipmunk
is written in C, and Box2D is written in C++. The feature set is almost the same in the
two products. If you're looking for differences, you'll find some, but it requires a good
understanding of how physics engines work to base your choice on the differences. In
general, you should simply choose the physics engine you think is easier to understand
and better documented. For most developers, that tends to be Box2D. On the other
hand Chipmunk has a commercial Pro version which, among other things, gives you a
native Objective-C interface to its API.
It's Less Technical
What game developers enjoy most about cocos2d is how it hides the low-level
OpenGL ES code. Most of the graphics are drawn using simple sprite classes that are
created from image files. A sprite is a texture that can have scaling, rotation, and color
applied to it by simply changing the appropriate Objective-C properties of the CCS-
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