Questions about the Cocos ecosystem

  1. We don’t deploy builds done on developer desktops: Is there a way to install CC on a CI server and call build / package steps from the command line?

  2. If VS Code is no longer supported - and the internal editor was removed - what editor replaces it?

  3. Which cocos products are actually receiving attention? Is it safe to start projects for cocos2d-x or cocos2d-js? The cocos2d-js used in CC projects is hosted on GitHub as a seperate project - are they going to be merged or just drift further apart?

  4. Is there any English documentation anywhere explaining the Creator Extension API / how to create extensions for CC?

  5. Are the internals of CC documented anywhere? i.e how to make new nodes that plug into the renderer and do custom GL/Canvas stuff?

  1. I haven’t tried. Travis is what we use internally.

  2. You can use whatever you wish VSCode was supported more in depth than other editors. I still use VSCode and our internal developers use Sublime Text, WebStorm, etc, etc

  3. Attention? What kind of attention? In the press? All of our product offerings are actively worked on. Cocos2d-js is going to be removed from the Cocos2d-x bundle and that will make Cocos Creator the default JavaScript environment.

  4. Docs are here: http://www.cocos2d-x.org/docs/creator/manual/en/extension/?h=extension

  5. API Docs are here: http://www.cocos2d-x.org/docs/creator/api/en/
    The Creator manual is here: http://www.cocos2d-x.org/docs/creator/manual/en/