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Cocos2d-x: World’s #1 Open Source Game Development Platform

Cocos2d-x: World’s #1 Open Source Game Development Platform
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Gamasutra - The Art & Business of Making Games jQuery C++ Tutorial C++ is a middle-level programming language developed by Bjarne Stroustrup starting in 1979 at Bell Labs. C++ runs on a variety of platforms, such as Windows, Mac OS, and the various versions of UNIX. This C++ tutorial adopts a simple and practical approach to describe the concepts of C++ for beginners to advanded software engineers. Why to Learn C++ C++ is a MUST for students and working professionals to become a great Software Engineer. C++ is very close to hardware, so you get a chance to work at a low level which gives you lot of control in terms of memory management, better performance and finally a robust software development.C++ programming gives you a clear understanding about Object Oriented Programming. There are 1000s of good reasons to learn C++ Programming. Hello World using C++ Just to give you a little excitement about C++ programming, I'm going to give you a small conventional C++ Hello World program, You can try it using Demo link Apple C++. Applications of C++ Programming

How to use pthread | Cocos2d-x Now, you can use pthread in cocos2d-x, but there are some limitations. Don’t call any functions which invokes Ref::retain(), Ref::release() or Ref::autorelease(), because AutoreleasePool are not thread-safe. Please refer to Reference Count and AutoReleasePool in Cocos2d-x for more details. Cocos2d-x use AutoreleasePool every where in its framework, so my suggestion is that, don’t invoke any cocos2d-x API in a new thread except Data Structures.If you want to load resources in a new thread, you can use TextureCache::addImageAsync()pthread_cond_wait() seems have a bug, it can not wait at the first time, but works properly in subsequence. If we make retain(), release() and autorealese() thread-safe, then mutex would be required. For the reason that cocos2d-x framework releases the autorelease pool at each end of message loop, using mutex may cause performance issue. By the way, OpenGL context is not thread-safe, which you should always keep in mind.

MonoGame | Write Once, Play Everywhere CreateJS Recent Updates Follow @CreateJS November 2014 Added Unit Tests to EaselJSUpdates in preparation for new releases (coming soon). October 2014 Added 'Extras' to EaselJSTons of updates and pull requests in all libs July 2014 Major Updates to EaselJS Graphics The Story Why we built CreateJS About CreateJS CreateJS is a suite of modular libraries and tools which work together to enable rich interactive content on open web technologies via HTML5. Featured Projects Community Show & Tell. Ion Drift A port of the Flash game Ion Drift, b10b was able to build a CreateJS version in less than a day that hit target framerates on even the lowest devices, and outperformed ports to other libraries. By b10b b10b

Free Computer, Programming, Mathematics, Technical Books, Lecture Notes and Tutorials Cocos2d-x - CCScrollView - Semi Paging Unlike UIScrollView in iOS, there is no paging in CCScrollView, and this would be inconvenient for those who want to make a stage selection scene like Angry Birds. There are different approaches to achieve the scrolling, or the effect of scrolling. The first one is the false scrolling, by placing buttons on both the left and right of the screens, which users can tap the buttons to navigate the pages. However users cannot scroll by dragging, which is a more direct reaction when people want to scroll. The second one is to show up a native scroll view(iOS: UIScrollView - Android: ScrollView) on top of a CCLayer. The third one is to modify the code of CCScrollView a bit to achieve the paging functionality. To have paging we need to provide the page size, and also tell the scroll view whether to have the paging effect or not. When scrolling ends CCScrollView would call relocateContainer, therefore we would have our paging code there.

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