Also developing of closed source editor by cloning unity (again and again… ah life does not teach anything…? cocos studio 1, 2? hmm ) and engine for it is here(cocos-classic) https://github.com/cocos-creator but why? Ahh…
After all, I just want to ask you reader, what do you want for the future:
This separation is pushing forward because of cocos creator and all things around it. But some people like me, will never ever use anything but C++, with ability to work & code in the native IDE’s like Xcode and Android Studio.
Actually, if I’m developing any game, first of all I complete it by 95% and all developing/testing goes for iOS, under macOS in the Xcode. I can’t image another way actually.
So that glitchy closed source editor and js or lua is really looks like a very wrong direction, if it will not be changed, well I can still use cocos2d-x and C++… I have open source editor for it - SpriteBuilderX(works on macOS only). Thats looks like really full enough for me… but I’m thinking about other people, who can’t buy Mac or install hackintosh, and they need C++ cross-platform engine with open source C++ cross-platform editor(I would use Qt?). Thats the main spirit of cocos2d family…
What else I wanted to say. Current engine is too heavy. It’s probably should be cleaned up in some new major version, lets say v4. And some things even needs to be re-created from the scratch…
A very short list is:
Quite similar to cocos2d-x, but c++ only. Windows, macOS, iOS, tvOS, Android, Linux, and Emscripten targets. Multi-threaded. Direct3D 11, OpenGL 2/3/4, OpenGL ES 2/3, Metal support…
Myself I’m having a look at Piston right now.
I’m thinking about switching from c++ to Rust. It might be a bit early for mobile development, but it looks quite interesting.
I do think that JavaScript is going to be pushed heavily. Also, Creator uses a different engine than what Cocos2d-x is. It is based on Cocos2d-x, but a lighter weight version. I think that this lighter weight version will eventually get into Cocos2d-x making it lighter.
In last month i saw tons of topics about game engines war
And which one better
And i end with this , there no perfect engine
Cocos2dx was the best until they move to creator and I believe they moving in wrong direction
Because of few reasons
1- the creator is far far away from unity
2- closed source
3- javascript ( the syntax will let you have nightmares)
4- no docs for creator and tutorials to start with
You may say why not moving to unity
Ahhh, unity team catch the snake but they didn’t cut the head
Unity has bad performance on mobile , i spent days to achieve smooth physics and lightweight game
But I couldn’t…
Anything else is just perfect, awesome editor huge community and asset store and c# script and more
But I think godot is going in right direction with 3.0 version
But still need a lot of work and docs to gdscript and examples
At the end I wish we saw v4 , pure c++ with more features to speed the development
And we back to developing our games like old times
You had only put links that defend the choice of c ++. Well, the first one maybe is pro js but…
This is called manipulation. Maybe that’s why they would not pin it. Try to do the post again without positioning all the post in one side and maybe they pin it
I think you do not fully understand what is happening. Now we have like all C++, but now there happens an imposition…
Goto cocos2d-x main web page.
What will you see there? Development of open-source editor for open-source engine using C++? Improving current C++ features? Or maybe some new(or fixed old really outdated) documentation for C++.
And even more - a new good tutorial or getting start guide for C++?
No, there are just a line:
Cocos Creator is a unified package of game development tools. A closed-source editor written in js and using js for developing. Pushing you, developer, to move from C++ to js. Yea, we cloning Unity, maybe this will help. Join us!
I believe they will create another open-source editor for it using C++. So there will be js cocos creator with cocos lite https://github.com/cocos-creator/cocos2d-x-lite and normal cocos2d-x and normal editor for it. Dreams yea? No, they just will support current cocos2d-x, for a little bit… to fix something and probably inject loader of creator scenes…
I don’t manipulate as you said, because it’s not an option actually for js… so I don’t need to provide links to defend any other “choice”. And they just quietly doing this anyway, without asking anybody.