Cocos2d for iPhone and Cocos2d X, which one should be chosen to learn

Updated on Game 2024-02-08
3 answers
  1. Anonymous users2024-02-05

    If the landlord has a Mac environment, it is recommended to learn Cocos2D-iPhone and OBJC. Because Cocos2D-X is cross-platform, there are many platform-related issues to be dealt with in the process of practical application. As a beginner, I don't recommend thinking too much about platform-related issues.

    It doesn't matter if you learn Cocos2D-iPhone or CocoS2D-X. If you don't do well in C++ and objc doesn't like its quirky syntax, you can go straight to cocos2d-x. However, I still recommend using the Mac environment, learning OBJC, and then learning Cocos2D-iPhone at the same time.

    It will be of great help to you in learning Cocos2D-X and iOS development in the future. It should become a habit for programmers to learn a new programming language every year. If you want to pursue efficiency and want to find a job immediately, then it is recommended to learn cocos2d-x, because there are more companies that use it.

    If you are a student, I would recommend the former.

  2. Anonymous users2024-02-04

    Ease of use: Game developers can focus on the game setup itself instead of spending a lot of time learning the obscure OpenGL ES, and Cocos2D-X provides a large number of specifications.

    Efficient: Cocos2D-X is based on OpenGL ES for graphics rendering, which maximizes the GPU performance of mobile devices.

    Flexible: Easy to extend and integrate with third-party libraries.

    Free: A free and open-source framework based on the MIT protocol, users can use it with confidence and do not have to worry about commercial licensing.

    Community support: Developers who care about Cocos2D-X have voluntarily established a number of community organizations, which can easily access various technical materials.

  3. Anonymous users2024-02-03

    When I talk to netizens who learn Cocos2D-X, I will find that many people are either afraid of the C++ language, or they are too serious and dare to develop after reading the C++ tomes, which is actually a wrong idea.

    You can read this article by Turing, an interview with Wang Zhe, the author of cocos2d-x, he said very clearly, the game is to come out quickly, and the engine must be stable, the engine must be carefully polished, if you want to make the game with this attitude of excellence, then when others have launched the first, second and third generations to accumulate a lot of players who play while scolding and playing, you are still struggling with whether it is standardized, and the worse situation is that you have been dazzled by the various flexibility of C++, and you have to write more beautiful** This obsessive-compulsive disorder. The engine is certainly not designed to make it more painful for you to write games, but to make it easier, so the role of C++ in Cocos2D-X, to use an inappropriate analogy, is also a scripting language.

    In fact, mobile games have their own characteristics: first, the screen is smaller than that of terminal games and web games, that is, it is not suitable for so many complex things to be presented inside a screen, which objectively reduces the difficulty of implementation; Secondly, the mobile game is filled with fragmented time, so you can completely ignore how to make a real-time battle game that everyone is satisfied with, the mobile phone is to be connected, and when the real-time battle is a**, do you think the player's game process can still be enjoyable? On the contrary, the kind of turn-based automatic combat and cultivation are more in line with the characteristics of mobile games, which also makes the design of mobile games relatively simple.

    I'm not from a computer background, completely amateur, and I released my own casual Android game after two months of self-study, see my other blog posts for details. My goal is to quickly comprehend the design of cocos2d-x, and then on the basis of the search engine and the communication between netizens, I can quickly implement the relatively small game I designed, first, to accumulate demos for myself that can be shown to others, second, to quickly master the process of mobile game development, and third, to continue to increase confidence for myself.

    Finally, learning lies in communication, let's learn together.

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