As you can see in our v3.0 Final Release Notes, we have officially defined our download builder as our Lite Version download entrance. And we have defined a new workflow for it to simplify Web only development:
Suppose I make a game under the lite version instead of with the regular cocos2d-js, if I compile/minify it, will the file size and performance be better than if I compiled the game made with the full engine? Or would closure compiler realize what I’m using and what I don’t and discard all the extra code?
Yeah, I was also wondering the same thing. I feel that @pandamicro , you have missed one thing what @ZippoLag asked.
Suppose, I use only use few features of cocos2dJS, then while deploying it, is there anything that recognizes that I am using not all but few libraries and instead of packaging all of them it will package only those libraries-files that I used from the product!!
I am using it but I don’t know whether it happens, so can you please tell us.
Same doubt was with cocos2d-x …
For lite version, it’s what you downloaded, no more no less.
For ordinary version, If you setup well your modules in project.json, then the web publishing will include only the modules you chose.
But for jsb publishing, we are not cutting automatically useless modules. As for -x, normally code you haven’t used won’t be linked into your executable.
I have some suggestions specifically for the builder.
It would be really useful if the comments was kept when selecting Uncompressed (or at least have an option for this). When developing in a IDE like WebStorm, it’s a big advantage to have the JSDoc notation, it really speeds up the development process.
Also, when building a customized version, it would be nice if the generated JS file contained an indication of what modules are included, so we can rebuild a new version without having to remember which modules we chose.
I am considering writing a port of a C++ cocos2d-x game to cocos2d-JS. My question is, does the Lite JS version supports the full C++ API, as opposed to the full JS version?
Having the JS Lite working only on the web is not an issue, the issue is supporting the full API or not. I started porting the C++ code to JavaScript using the Lite version, and it seemed to me that some API functions were missing (don’t recall each one)