Iād personally would think that feature parity with cocos2d-x at a high-level makes sense? I donāt think Iād develop anything more than a prototype or micro games (e.g. for jams) if itās limited to web browsers, but I may be in the minority. If youāre looking for priority of features then maybe asking for games published using cocos2d-js on the web and figure out what features were used most. As you mention the core features (Scene,Node,Sprite,Actions,Animation,Input,Audio) should probably be mostly working in the first release?
These features, and few more are already available in current V4 project. Where it makes sense, weāll go with full backwards compatibility as well as introducing new features or API where suitable.
For example, the v4 actions are a full rewrite, but also 100% compatible with V3 (and V2) actions by using a thin compatibility layer on top of v4 code. this is transparent for the v3 user, and the v4 will benefit from a more robust syntax and serialization capabilities for example.
So a roadmap would be excellent to know where things stand, whatās actually functional now, estimated delivery, how you plan to support native platforms, if at all (webview wrapper, JSB, etc).
As is answered to @emmyc, the current V4 is much like V3 lite, which focuses only on web development. It does not mean we are not considering native wrapping, but now we have a different approach. While JSB constrains the web API to that of Cocos2d-x, we plan to introduce advanced features currently not present in cocos2d-x. Native wrappers like cocoonJS, X-Walk or phonegap could bring in all the expected performance.
Some html5 v4 features will make it to cocos2d-x too, so they could be used in V3.
but the current idea behind v4 is freedom, and we can evolve v4 rendering and features much faster than if we have to stick 100% to the cocos2d-x contract.
So currently, V4 is for web, but we expect not in the medium term.
Also are you planning to develop this in public (ie: with associated fork/branch/separate github repo)? Are you pulling ideas from other web engines like Phaser, Construct2, or BabylonJS? I guess I am curious about your target requirements? Is Canvas still supported, or will WebGL can be required? What mobile/tablet/desktop browsers and versions are supported?
Absolutely. This project is open source as all the others. And we expect the community to take active part on it defining the product feature set and why not, the roadmap.
We are currently working on the core functionality, and after GDC weāll start adding game-engine features, so all requirements other engines already implement are welcome proposals.
About rendering, the idea is to have a plug-able rendering system. Canvas, WebGL and DOM (where makes sense) enabled. By plugable i mean that all the rendering code is decoupled from the nodes, and interfaced to a very high level canvas-and-webgl-shared API.
We are not currently targeting any special requirements, just working in making it super fast if webgl is available ( i consider the bunnymark meaningless though: http://labs.hyperandroid.com/less-bunnymarks-more-features ) . fast does not only mean pushing 50k sprites, but aiding developers in creating new type of nodes by offering a high-level yet powerful drawing API.
The project in its current form can be located here: https://github.com/hyperandroid/Cocos2d-html5
all types of feedback are welcome.