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As a long-time group member right here I’ve to argue that the c++ model was successfully deserted after 3.17.2, and solely barely up to date to help Metal with 4.0.
For new or younger initiatives with months or years forward, please think about using the AXYS fork (was ADXE) going ahead for any C++ associated CocosSecond developments and initiatives. I began flippantly recommending this, however as of at this time (Sept. 2022) and into the long run I can solely suggest forks or utilizing alternate options like Godot, Unity, Unreal, or different recreation/rendering frameworks (SDL, et al).
Or construct your individual customized fork or customized engine one utilizing graphics/rendering/low-level frameworks or libraries (SDL, BGFX, Sokol, raylib, SFML, GLFW, ImGUI, openal-soft, and so on) in the identical manner that the AXYS fork did.
If you have got recreation initiatives you don’t wish to keep on life-support, however wish to launch future updates then I additionally would nonetheless take into account porting over to this AXYS fork, despite the fact that cocos2d-x v3.17.2 and v4.0 are completely superb to make use of if you wish to repair all of the bugs and enhance it your self (that falls beneath “custom engine”).
(I’ve began porting all of the video games I’ve management over, however will most likely go away one recreation on cocos2d-x since no updates are deliberate and it’ll be flippantly maintained to work with newest SDKs till it can not and can then be pulled off the app shops.)
Relatedly, I additionally suggest towards utilizing the “lite” model that Cocos Creator relies upon as a result of it’s by no means going to be up to date with issues the native c++ cross-platform recreation builders will need/want going ahead.
I’ll admit I’m undecided the perfect substitute for this dialogue kind but, and why I haven’t deleted my account right here but. CocosSecond through the years from Python to iOS to X-platform has been an unimaginable group and open-source success, however all issues should ultimately come to an finish.
References:
My 2c
(godspeed)
3 Likes
Thank you for the wonderful put up, i’ll look extra into these.
Thanks for the put up. I’ll considere it for positive. Couple of questions(possibly it’s all defined within the hyperlinks already):1-is it any completely different on the way you construct a undertaking on with oficial cocos? I’m very confortable with visible studio and the way straightforward it’s to create a undertaking at present. 2- is there a group there the place we will ask and put up stuff? It appears that there’s virtually no exercise right here anymore on cocos2dx.
R
Edit: I noticed that my reply 1 is defined in git hub hyperlink. I suppose my query is how steady is it? I’m all the time a bit sceptic on “non official” softwares. If every part is stable, I’d like to proceed my put up and contribute to maintain cocos2dx alive there.
I don’t imagine there’s too many individuals utilizing AXYS, so I’m undecided I’d name it an energetic group, per se, however you can use the Github Issues when you’ve got issues, and both this discussion board or possibly StackOverflow.
It actually is dependent upon you or your group’s expertise as as to if you really want a discussion board like this one, or if GitHub Issues and StackOverflow can fulfill that want.
Unity3D and Godot have energetic communities. I’m positive Unreal does as effectively, however that engine all the time feels formidable to get into, from my perspective.
Anyway, I don’t have any nice recommendation right here past the assets for what to make use of as the inspiration that your recreation(s) is constructed upon.
godspeed
FYI. It modified identify as soon as once more
axis, adxe, axmol
2 Likes
FYI. It modified identify as soon as once more:
engine-x => adxe => axis => axys => axmol
Maybe a copyright stuff with ‘axys’.
1 Like
The Axis is realy good selection as C++ recreation undertaking, after cocos modified enterprise mannequin. There are 64 bit Windows undertaking help, mounted many bugs, rewriten render, OpenAL for all platforms, m1 apple help, the identical cpp-test instance finally.
I have no idea the destiny of this engine – however it’s good factor at this time.
May be there isn’t a good advertising and marketing to popularize it.
If to say about editor, the blender is every part you’ll want to create ranges for Second/3d video games, it’s only wanted just a little creativeness .
The solely proposal
for Second:
blender aircraft – is similar as Second sprite
- create Level with Second planes in Blender with apropriate textures
- make blender export script in python (it’s easy) to avoid wasting these objects to json the place one aircraft is represented with [x,y,width,height,texture data] properties
- parse this json within the Axis to load these datas as sprites
PS. You may create one large aircraft as background and cargo it as ParallaxNode
PPS. You can assigne some blender planes as particles, mild, menu, and so on, base on its names like: ptcl_fire_node1 – the node which represents particle, node1 – easy sprite. Or it may be accomplished blender addon (it’s easy) so as to add your individual aircraft propertie like sort.
PPPS. There is ortographic blender digicam. It will be set to regulate display screen dimension to grasp how it will seems to be within the recreation
@stevetranby any suggestions for porting from 3.17.2 to axmol?
- What axmol model ought to be used? Latest from dev department?
- Is it doable to change between 3.17.2 to axmol and again? (It seems to be like fork isn’t backwards appropriate )
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