As a long-time neighborhood 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 assist 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 calmly recommending this, however as of at this time (Sept. 2022) and into the longer term I can solely suggest forks or utilizing alternate options like Godot, Unity, Unreal, or different sport/rendering frameworks (SDL, et al).
Or construct your personal customized fork or customized engine one utilizing graphics/rendering/low-level frameworks or libraries (SDL, BGFX, Sokol, raylib, SFML, GLFW, ImGUI, openal-soft, and many others) in the identical means that the AXYS fork did.
If you could have sport initiatives you don’t need to keep on life-support, however need to launch future updates then I additionally would nonetheless take into account porting over to this AXYS fork, regardless that cocos2d-x v3.17.2 and v4.0 are completely positive to make use of if you wish to repair all of the bugs and enhance it your self (that falls underneath “custom engine”).
(I’ve began porting all of the video games I’ve management over, however will most likely go away one sport on cocos2d-x since no updates are deliberate and it’ll be calmly maintained to work with newest SDKs till it can’t 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 sport builders will need/want going ahead.
I’ll admit I’m unsure the perfect substitute for this dialogue type 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 unbelievable neighborhood and open-source success, however all issues should ultimately come to an finish.
Thank you for the superb put up, i’ll look extra into these.
Thanks for the put up. I’ll considere it for certain. Couple of questions(perhaps it’s all defined within the hyperlinks already):1-is it any totally different on the way you construct a mission on with oficial cocos? I’m very confortable with visible studio and the way simple it’s to create a mission at the moment. 2- is there a neighborhood there the place we will ask and put up stuff? It appears that there’s virtually no exercise right here anymore on cocos2dx.
Edit: I noticed that my reply 1 is defined in git hub hyperlink. I suppose my query is how steady is it? I’m at all times a bit sceptic on “non official” softwares. If all the things is strong, I’d like to proceed my put up and contribute to maintain cocos2dx alive there.
I don’t consider there’s too many individuals utilizing AXYS, so I’m unsure I’d name it an energetic neighborhood, per se, however you would use the Github Issues when you have issues, and both this discussion board or perhaps StackOverflow.
It actually depends upon you or your staff’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 certain Unreal does as nicely, however that engine at all times 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 sport(s) is constructed upon.
FYI. It modified title as soon as once more
axis, adxe, axmol
FYI. It modified title as soon as once more: engine-x => adxe => axis => axys => axmol
Maybe a copyright stuff with ‘axys’.
The Axis is realy sensible choice as C++ sport mission, after cocos modified enterprise mannequin. There are 64 bit Windows mission assist, fastened many bugs, rewriten render, OpenAL for all platforms, m1 apple assist, the identical cpp-test instance ultimately.
I have no idea the destiny of this engine – however it’s good factor at this time.
May be there isn’t any good advertising and marketing to popularize it.
If to say about editor, the blender is all the things you’ll want to create ranges for Second/3d video games, it’s only wanted slightly creativeness .
The solely proposal
blender airplane – is identical 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 airplane is represented with [x,y,width,height,texture data] properties
- parse this json within the Axis to load these datas as sprites
PS. You might create one huge airplane as background and cargo it as ParallaxNode
PPS. You can assigne some blender planes as particles, mild, menu, and many others, base on its names like: ptcl_fire_node1 – the node which represents particle, node1 – easy sprite. Or it may be achieved blender addon (it’s easy) so as to add your personal airplane propertie like kind.
PPPS. There is ortographic blender digicam. It might be set to regulate display screen measurement to grasp how it might appears within the sport
Some extra about axmol (cocos2dx fork)