Cocos2d-JS have released four major version until now,
v3.0 have truly combined the web engine and native engine with unified workflow, simple and consistent API.
v3.1 published Facebook Integration which was officially supported by Facebook.
v3.2 greatly improved the web engine performance and compatibility across mobile browsers.
v3.3 enhanced our toolchain, Spine and Cocos editor support have been upgraded to the latest version, Cocos DevTool was published.
Now the continuous effort of our open source community have brought another two great features to Cocos2d-JS. The version 3.5 have merged 3D modules and supported Windows Phone 8 & Windows Universal platforms.
By the way, we skipped v3.4 to catch up with the Cocos2d-x’s version so that our user won’t get confused about their relationship. (This is not a joke ~)
Here is the detailed release note:
Highlights
3D feature ready! Bound 3D modules including camera, light, sprite 3d, animation 3d, billboard, 3D particle system with Particle Universe etc.
Supported Cocos Studio 2.2 3D scene editing.
Windows Phone 8.0 and Windows Universal App support are finally ready! Thanks to the contribution from Microsoft.
Upgraded SpiderMonkey to v33, greatly improved JavaScript memory management and performance.
Supported Spine editor v2.1.
Continuously improved web engine performance.
3D test cases
A 3D scene edited with Cocos 2.2 and parsed with Cocos2d-JS v3.5
Notice
For JSB build, there are some restrictions :
[Android build] Suggested NDK version is r10c +, if you don’t need Android 5.0 compatibility, you can also use r9d, other NDKs are not supported.
[iOS build] Xcode version must be 5.1.1 +
[Web code obfuscation] JRE or JDK version must be 1.6+
@pandamicro WP8 is pretty cool, wasn’t expecting that for the JS version! Can you build for WP8 in Cocos IDE or do you need to use Visual Studio? If VS, is there a template available to start a project (like they have for most web apps, etc.)?
We don’t have internal full featured 3D physics support yet. But we do have OBB/AABB collision detection, you can refer to the test cases for Sprite3D
When trying my project to 3.5, I found a bug on drawNode.drawPoly.
for (var i = 0; i < 50; i+= 10) {
drawnode.drawPoly([cc.p(200, i), cc.p(250, i + i/10), cc.p(300, i)], cc.color(255,255,255,255), 0, cc.color(255,255,255,255));
}
I expected, draw 5 polygons, width is all 100 and height is 0 to 5.
but, running on html5 v3.5, as polygon height lowers, width becomes wide
Sorry, I capture a screenshot. but cannot upload. (I’m newbie)