we use irrlicht to do the 3d things, but irrlicht’s gui is poor in mobile device( like multi-touch, table view and some animation),
so we consider cocos2dx, which has a wonderful GUI. and my question is: how much work it will take to make this two engine
work together? which version of cocos2dx is recommend?
PS: in irrlicht, the gui job is done with a function called ‘guienv->drawall()’ in the main-loop, so can the cocos2dx do the some thing this way?
sorry for my poor english, any comments/helps is welcome!
Now cocos2dx’s gui code has been compile into a irrlicht sample projects, but the init code contains conflicts, If anyone here
has any ideas to solve, COMMENT please
@corytrese Thanks for you replay. Now I can compile this two engine together, but my knowleage of opengl is limit, so I really need some help from others. If this two engine can work together, It will be a ‘waa’ for both of them :), I will try.
While you can generally mix cocos2d-x with other libraries (for example, I use it with LibVLC on Android), it’s probably going to be very hard with another game engine.
The reason is simple : both use OpenGL, and as far as I know, OpenGL relies a lot on the assumption that inside a same app, only 1 person is going to use it, which means there are a lot of shared states. If you try to have 2 game engines run in the same app, there is probably going to have conflicts between the 2 game engines at the OpenGL level.
A possible workaround would be to have 2 entirely separate OpenGL surfaces (or whatever they are called on your platform). Unfortunately, I am not sure all platform allow that. That would be very interesting to try.
On other project, generally you leave the OpenGL surface for cocos2d-x and use other surfaces for the other framework.
Good luck, and keep us updated about your progress.
What cocos can do? I think almost everything.
Did you saw this video https://www.youtube.com/watch?v=93AELkHbBnA?
i’m thinking about to put cocos2dx to make my dinner. (just kidding)