COMPANY BEHIND COCOS ENGINE
We’re very close to get a new round of funding, and spin off from Chukong Technologies. PROBABLY, from this September, we will be “Xiamen Cocos Software Inc.”
Due to #1, we’re recruiting more programmers into the game engine. Also @slackmoehrle will re-join the team.
I plan to use the new money to invest in:
- community, documents, video tutorials, forum supports
- support C++ and Lua developers to use Cocos Creator.
- 3D framework & 3D editing in Cocos Creator, also an in-house 3D game to verify the 3D engine before publish to developers.
- Cocos2d-x 4.0, yes 4.0.
PERFORMANCE IMPROVEMENTS IN CREATOR
- Reduced the memory usage to 50% averagely. (Creator 1.2)
- Auto batching on WebGL, up to 10x faster than pervious version (Creator 1.2)
- Release the resources by scene automatically, to reduce the GC time 50% (Creator 1.2)
- Framework modular, up to 30% smaller when you publish a game (Creator 1.2)
- Lazy init on resource loading, up to 2x faster when player enter a new scene (Creator 1.5)
The 3D engine is almost ready to use now. I will start an in-house 3D game project to verify this 3D engine, before publish it.
Perhaps you have seen the roadmap of Cocos Creator 1.7. The 1.7 version is focusing the improvement on Creator’s iOS/Android support.
Now start to answer the topics everyone concerned here.
Cocos Creator Future
This is a data posted by Kongregate
We can see that HTML5 is growing very fast since 2013, and almost dominate 60% in Kongregate’s PC web games. As Adobe announce the EOF of Flash in 2020, it will be a large market there. This make me more confident about the decision of switching to Cocos Creator.
By the way, has anyone complained that ActionScript is not the best programming language in game industry? Obviously it’s not, but ActionScript can help you to make success commercial games, that’s the key!
Look at this chart, the monthly session of Cocos Creator, has boosted 313% in this year. Thanks to everyone who trust us!
I promise here: Cocos Creator will be our LAST editor. If Cocos Creator EOF someday, it will be the time for me to quit the game industry.
We need a friendly ENGINE, no dysfunction EDITOR
Well, and old topic since Nov. 2016.
As I written above, Cocos Creator is keeping improve the functionalities, the performance, and WebGL support and also the iOS/Android support. You can see the improvements in each version.
A Creator user posted in our Chinese forum, I translate it:
The improvements of Creator are huge.
- We complained why the script compilation is so slow, then the new version has instant compilation.
- We complained why we can batch-edit the nodes, then the new version release this feature
- We complained why it’s so slow we opening a new scene on iOS/Android, then it’s remarkable faster
About the editor, well, many developers complained that it’s too similar to Unity. I consider this question as:
- All the cars in the world, have 4 wheels, have steering wheel in front of the driver, have the accelerator just beside the brake.
- All the keyboards in the world are almost the same, space key is at the bottom, a-s-d-f keys are side by side
- All the smart phones in the world are almost the same, their shapes are rectangle but not triangle or circle, the screen is in the front, there’re front and back cameras, have home keys at the bottom.
- All the notebooks in the world are almost the same, when you open these rectangle metals, the screen is on the top, and keyboard + touchpad at the bottom.
These are so call “best practices”, or “industry standard”. We don’t need to reinvent the industry standard just to be “something different”.
- All the 2D frameworks, has concepts like sprite, scene, label, texture etc.
- All the game engine editors, has scene editor, assets editor, inspector, node tree, etc.
- All the animation editors, has time line, key frame, time curve editing
- All the entity-component based game engines, use entity to compose the scene, then attach components onto entities.
This doesn’t make sense to have this vote. If there was a vote at 2010, asking something like “Cocos2d future: Objective-C or C++”, most of developers will vote for Objective-C.
@KAMIKAZE, doing a job as a sideline is easy, just like we release cocos2d-x in early ages. But developing an editor for commercial games usage is another thing. There’re 100+ engineers and PHDs in Unity editor development, Cocos Creator also has a large team behind, costing me 150K+ dollars per month, including designing, coding, testing, documents, marketing promotions and forum support. After all, 313% increase in this year is not a sideline job.
Survey: the reasons why I won’t use Cocos Creator
This survey was posted by @jare, one of our key roles in cocos team. I ask him to do so. It’s important to get the feedbacks and improve Cocos Creator, so we can service more developers. Thanks to all the replies under this topic.
After reading that topic, the complains are majorly focused on:
- Can’t support C++ well. @zhangxm is working on it and let’s stay tuned on his work. I think the headache is how to support Creator’s new UI framework in C++.
- Cocos Creator isn’t open source. Cocos2d-x-lite, the framework under Creator is open source, you can customize it for iOS/Android/HTML5. But the editor is close source, I had to build commercial services on the top of this editor. After all, Cocos Studio and Unity are also not open, there’re still many users. The key is its stability, easy to use, and its performance.
- Lacking English docs and forum support. @slackmoehrle is re-joining our team, I hope this can be helpful to everyone here.
I sincerely invite you to download the last version of Cocos Creator, v1.6, and see the improvements we have made in this year.