I have no problem with coding, in fact that was one of the big reasons I chose cocos2d-x over easier/safer choices like Unity, Unreal, because I didn’t want to do things visually. The benefit of something like Godot isn’t the editor, as nice as it is, it’s that you can accomplish so much with so little redundant coding because of what is built into the engine (again not the editor). None of the features that I’m thinking of exist in cocos2d-x nor do I see them being added because that would require focus and attention on the engine side.
The Editor is very important to us but we need the egine. You can’t have an editor without an engine. We have no plans to stop development on the engine or any of its pieces.
Not officially ending development on something is not the same thing as actively developing it.
There are a few books available via Packt. Some of them are good. Others not so good.
The last useful book that I see on packt is from years ago. The only recent one is by the Sonar Systems guy, and I found his videos to be unwatchable so I can only imagine how bad his books are.
So developers can choose to use a c++ engine that isn’t really being actively developed anymore or choose to make web games with a closed source editor… based on the same stunted c++ engine. Not great choices.
I don’t envy you slackmoehrle, it’s got to be tough to keep explaining to people year-after-year that they don’t need to worry, that c++ isn’t going anywhere while simultaneously trying to explain away the obvious lack of any progress.
There are now too many great engine options to expect developers to just keep waiting and hoping that one of these years something good will happen with cocos2d-x.
To be clear, I’m critical because I care. I loved cocos2d-x and was excited by the direction of things when version 3 was released, there seemed to be so much momentum. Then the switch in focus to the editor, the layoffs, loss of Ricardo, and the inevitable lack of progress. I’m just sad for the project at this point.