I released EffekseerForCocos2d-x 1.43b
https://effekseer.github.io/en/index.html
- Fixed OpenGL blend bug
- Fixed Samples
I released EffekseerForCocos2d-x 1.43b
https://effekseer.github.io/en/index.html
I released EffekseerForCocos2d-x 1.43c
https://effekseer.github.io/en/index.html
I’m implementing metal backend (80% finished)
After that, I’m going to support V4.
Hi, @Effekseer!
For the first- thank you for your job! Effekseer is great!
And i would have a few of questions.
Can you share 1.5 release date?
You wrote in roadmap point " * Turbulence noise ( https://ics.media/entry/10921 )". Our FX artists (i think that not only ours) is really waiting for this feature. Do you have any estimate for this?
1.5 will be released in this year.
After that I will implement a noise functions
The implementation time depends on contributors and specifications
Glad to hear this! I will be waiting for it!
I’m sorry for delay.
I have already released 1.5 beta version.
There are only Japanese documents about new functions.
I’m writing documents now.
Today I found this webpage.
And soon , It works well in my 3D cocos Game project.
Amazing!!! I love it so much
That’s a little problem: setScale doesn’t work well
in this video, setScale effects on the sword, but clould and lightning can’t be affected.
Thank you for your information.
A scale sometimes depends on these parameters.
I recommend that effect is scaled while loading
https://github.com/effekseer/EffekseerForCocos2d-x/blob/master/Players/Cocos2d-x_v3/Effekseer.h#L116
I will improve these behavior.
It’s great work!
Do you have a plan to support cocos creator in 2020?
I need more contributors to support it.
I’m implementing Effekseer for Cocos2d-x v4
Current status
Cocos2d-x Effekseer branch is required to use it with Cocos2d-x v4 and MacOSX
I sent PR
Thanks for the v4 support, will there have a cmake-free version? iOS to use cmake is very inconvenient.
I’m not planned. But if someone send a PR, I can merge it.