Game Development Reference
In-Depth Information
▪ cocos2d-iphone-extensions (utility code, Objective-C)
▪ Box2D (physics, C++)
▪ GBox2D (Box2D physics, Objective-C)
▪ Chipmunk (physics, C)
▪ Chipmunk SpaceManager (Chipmunk physics, Objective-C)
▪ CocosDenshion (audio, Objective-C)
▪ Lua (scripting)
Libraries available only for iOS projects:
▪ ObjectAL (audio, Objective-C)
▪ SneakyInput (joystick, Objective-C)
▪ iSimulate (library for iSimulate app)
Whenever an essential library such as cocos2d is updated, a new release of Kobold2D
will follow within days, if not hours. There's no need for you to get active on the lib-
rary front.
Note You may be wondering why I didn't include cocos3d in Kobold2D 2.0
even though it's part of Kobold2D 1.x. The reason is that cocos3d is targeting
OpenGL ES 1.1 and is therefore incompatible with cocos2d 2.0 or any other
source code that uses OpenGL ES 2.0. The cocos3d roadmap lists OpenGL ES
2.0 support as TBD, meaning when it'll be available is unknown. Once it is, I'll
add it back in.
Some readers may wonder whether this means that Kobold2D apps are bloated, with
all those libraries being included. You may be surprised to hear that early tests showed
that Kobold2D apps are actually slightly smaller compared to cocos2d-iphone apps,
even though Lua is built into Kobold2D. The reason is that the Kobold2D projects are
set up to allow the linker to throw away any code that isn't used in your app. That
means if, for example, you don't include any of the Box2D headers, none of the Box2D
library code will be linked with your app. But if you do want to start using Box2D, it's
as simple as adding the Box2D.h header file to your project, and you're ready to start
writing Box2D-enabled physics apps.
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