Which cocos2d version




















The result of that function call is not particularly useful for much of anything besides perhaps displaying it, and requires further processing in order to actually check for the version value. Aside from that, having so many places where the version code is defined seems like a very error prone way of handing it. The version number should be sourced from one location, and used everywhere else.

Thanks for your advise. Now we already have metal support, we have rewrote a solid 3D renderer and many reliable 3D features in our internal repository which is compatible with 2D features. The new 3D editor is ready to use, and we are testing it with a partner who has got the license of MU Online from Webzen. Today, Cocos Creator focuses more in the requirements of Chinese domestic game industry.

Uploading videos onto youtube is troublesome for me due to the government firewall. So I just show some screenshots of the 3D Cocos Creator. More detail information can refer to this ticket. If you use v2. To do this:. This limit is fixed since v3. And web console feature is added too. This documentation shows how to use Firefox to debug cocos2d-x JSB programs this is a little difference from current usage. Compare with old version, the draw calls in your game should be significantly reduced if the textures is well managed.

This improves also the CPU usage and memory usage. The above is just a first step of WebGL renderer upgrade, we will continue to investigate in this direction in the future versions. You can also take a look at the full changelog. In console application:.

We are happy to announce the release of Cocos2d-x v3. Following are the highlighted features, improvements and API updates in this version. Show More Close. Version 3. Highlights Fix Lua loading performance drop bug introduced in 3. Android Requirements v3.

It is important to note exactly what and where the safe area is: Developers can get the safe area easily by calling: Director::getSafeAreaRect. Added support Android Studio 3. For detailed usage, please refer to CMake Doc Upgrade 3rd-party libraries Spine skeleton animation is widely used in games developed by Cocos2d-x.

If you want to upgrade third-party libraries due to your projects needs, please refer to: 3rd-party Doc Remove outdated Google officially deprecated ant build support starting in Android SDK Tools Misc bugs fix and stability improvements This release contains more than 51 bugs fixed and 33 misc improvements, please refer to Changelog.

Android tool version tested in this version: Android Studio 2. Lua app crashed on iOS simulator with Xcode 8. Fix compiling error with iOS 11 Before cocos2d-x v3. Cocos Studio coocs2d-x v3. Improve compiling speed As bullet is not needed for most developers, so we use prebuilt bullet. Remove some platforms support As we are lack of human resources, so we remove some platforms. Highlights add optimization codes for Huawei devices.

Please refer to this doc for detail usage. Audio engine improved on Android Before v3. Remove support for Windows 8. Remove linux bit support Most PC are bit, so we decide to remove linux bit support. New features Adds Spine binary file format support Uses luajit 2. Known issue lua project will crash on iOS simulator if using Xcode 8. Bug fixed Label color broken application will crash in debug mode if don't specify a design resolution may crash if coming from background by clicking application icon on Android AudioEngine can not play audio if the audio lies outside APK on Android AudioEngine::stop will trigger finish callback on Android application will crash if using SimpleAudioEngine or new AudioEngine to play audio on Android 2.

AudioEngine performance for Android 4. Dirty region in canvas renderer In v3. You can use the command to build bit apps: cocos run -p android --app-abi armv8a Switch to use gcc 4. Upgrade CURL to 7. Runtime Requirements Android 2. Tizen support You can now develop for the Tizen mobile platform. Improve Android performance Thank you to our users for helping diagnose performance issues on some Android devices.

More detail information and discussion can refer to the issue. Improve web engine performance in WebGL mode The web engine is receiving a big performance upgrade. Other changes View our full changelog. For v3. New WebGL renderer In v3. Add sprite auto batching in WebGL. Shared rendering buffer for Sprites.

Other changes You can also take a look at the full changelog. Provides a unified setup for both Cocos2d-x and Cocos. This allows you to stay up to date with the latest Cocos2d-x releases. This includes using precompiled binaries and source code, in a single place. As always the source code is available from GitHub but, there is no longer a. New Cocos Launcher tool! Cocos Launcher allows: One step to create a new project with the engine, by using precompiled libraries or source code.

Developers to provide feedback and get support, directly within Cocos Launcher , making it simple to contact the engine team for help. Reimplemented Scale9Sprite to improve performance and reduce memory consumption.

Changed PageView to derive from ListView. PageView can add any widget as a child. Fixed a bug in ClippingNode that corrects its behavior when being set as a child. Refined Sprite3D to support material system. Added script component system. Reconstruction of 2D physics with Component. Improved particle performance. We also compared previous versions of Cocos Creator , Cocos2d-js , Cocos2d-x and Cocos2d-lua to ensure we were testing in a broad spectrum, to provide the most accurate data.

The results:. In addition, Cocos Creator v2. This means the actual game play experience will be really smooth. To enable this feature, you simply check the enableAutoBatch attribute on the Mesh Renderer and the engine will automatically batch based on the material used, as well as the Mesh vertex format and Primitive Type.

For better optimization, it is recommended that you enable this option only for models that can be batched and have a small number of vertices. This format uses a similar method to etc. After compression, the texture height will be twice that of the original image, thus avoiding the problem of low image quality in the conventional PVR RGBA format. Allow users to customize the webpage used for browser preview in a way similar to custom build templates.

See: Custom Preview Templates. We have added an ambient light setting to the Light component for basic lighting of 3D scenes. This is often used to solve the problem of blackout of the back surface of the model. For more detailed information acceleration mode , refer to the property descriptions in the documentation.

Grid rotation, grid animation, image layers, layer offsets, and object group text are now supported. Supporting multiple Tilesets in a single layer is also now possible. It also supports adding child nodes to the scene and creating an occlusion relationship with the map. And fixed the problem of rendering errors after a single map vertex exceeds For details, see TiledMap Component Reference. We added a width adjustment function to the Property inspector to solve the problem of incomplete display of attribute names on some components.

Now users do not need to greatly adjust the size of the entire panel, just drag the dividing line to the right of the property name to freely adjust the split ratio.

Since the release of Cocos Creator 2. Therefore, we plan to reduce the maintenance of the 2. Six months has passed since the release of Cocos Creator v2. The development teams effort will be spent on Cocos Creator v2.

The v2. At the same time, this version also incorporates all the changes in v2. Previously we had always positioned v2. However, v2. Now we officially recommend that all v2. Projects upgraded from v2. Cocos Creator officially supports publishing to Xiaomi Mini Games. For detailed usage, please refer to Publish to Xiaomi Mini Game. Cocos Creator officially supports publishing to Cocos Play. For detailed usage, please refer to Publish to Cocos Play.

In the future, Cocos Creator will continue to adhere to the 2D first concept, continue to improve 2D game development experience and basic performance, and gradually introduce 3D features suitable for 2D games. We are proud of v2.

Good quality is inseparable from careful polishing, and Cocos will continue to improve the quality of its products with a down-to-earth spirit. We welcome our community to continue to submit feedback to us through forums, GitHub, Cocos Enterprise Services and other channels! It is recommended that all v2. In addition, v2. Good quality is inseparable from careful polishing.

Thank you for the feedback from developers in the community, GitHub, Cocos corporate services and other channels. Cocos Creator officially supports the publishing to Xiaomi Quick Games. For detailed usage, please refer to Publish to Xiaomi Quick Games. Cocos Creator officially supports publishing to Instant Play Games. For detailed usage, please refer to Publish to Instant Play Games. Based on previously announced plans, we will continue to speed up the iteration of the v2. At the same time, in order to prevent these changes from affecting the stability of old projects, we only recommend upgrading projects with 3D requirements to v2.

Other projects can continue to use v2. This v2. The Scene Editor allows you to switch to 3D editing mode with one click, making it easy to edit 3D objects, cameras, and lights. See the 3D Scenes document 1 for details. A separate preview panel has been added to visually preview the images seen by the camera during scene editing.

A Light component has been added to lay out lights in the scene, and a shadow effect can be set in conjunction with MeshRenderer. See the Light Source Component Reference documentation. Now, developers can set the Text Label , Placeholder Label and Background nodes separately, making them more flexible, simple, and more in line with the component development. See the EditBox Component Reference documentation. A new LabelShadow component has been added to add a shadow effect to the Label component, similar to the LabelOutline usage.

See the Label Component Reference documentation. Added cc. See the Basic 3D Objects documentation. Added support for material systems, allowing users to create Material and Effect Shader resource types. It should be noted that the current material system is mainly provided to the internal use of the engine and is only for developer preview.

We plan to upgrade the material system in v2. The version plan is for reference only, the final version content and release order are subject to actual conditions. WeChat mini games also brings improved resource loading performance and dynamic text refresh efficiency.

At the same time, we have further improved the compatibility and stability of the engine and editor, so that everyone can get a better development experience. Thanks to the feedback from developers on the community, GitHub, Cocos corporate services and other channels. This release, v2. The following is a memory comparison of one hundred animations on the same screen:. For more detailed information on speed modes, refer to the Dragonbones reference documentation and Spine reference documentation.

In Build panel , publishing to Android App bundles has been added. When checked, Android native games can be published as App Bundles. Facebook Audience Network is an advertising platform launched by Facebook that provides powerful advertising monetization capabilities. We will soon be beta testing v2. In this version we optimized the rendering performance of the engine, especially the Spine and DragonBones of the native platform, and the performance has been greatly improved.

Compared with v2. We recommend upgrading new projects with 3D requirements to this version, and establishing contact with us in forums and other channels. Our responsible 3D partners will provide relevant support. We will be releasing v2. In the previous version, v2. The addition of 3D features can greatly enrich the expressiveness of 2D games, reduce the resource overhead of 2D games, and bring more imagination and ideas to expand games. However, it should be emphasized that the target users of Cocos Creator is still 2D game development, and the 2D game is still the core service of Cocos Creator 2.

We will continue to optimize the development experience and basic performance of 2D games, and gradually increase the 3D functions suitable for integration into 2D games. This is not the first time Cocos has upgraded the engine from 2D to 3D. A few years ago, Cocos2d-x expanded to the 3D space and accumulated a lot of experience. It also produced a very good game concept like Sword and Home.

However, at that time, 3D functions were piled up on a very heavy 2D renderer, and there was no editor support. It was not widely recognized by the market. In v2. Also, the performance has been greatly improved. We recommend upgrading new projects with 3D requirements to this version, and establishing contact with us on our forums. This allows us and our 3D partners to provide support. In particular, currently v2. When needed, you only need to click the 2. After switching, you can edit the z axis.

See 3D Node. Like Node, Camera is also divided into two modes. When you add a Camera component to a normal 2D node, it becomes a 2D Camera. Currently, Cocos Creator supports importing 3D model formats for a very wide range of.

The process of importing is very simple, just drag the. After the import is completed, you can see that the imported model is a folder that can be expanded in Explorer. When importing the model, the editor will automatically parse the content of the model and generate a Prefab , a Grid , a Bone Animation and other resources. See Import Models. Mesh Renderer is used to draw grid resources. See Mesh Renderer. The Skeletal Animation component inherits from the Animation component.

The Skeletal Animation component is not much different from the Animation component. The exception is the Skeletal Animation component uses a clip that can only be a Skeletal Animation clip. See Bone Animation Component for details. For more 3D instructions, please consult the documentation 3D System. If the atlas has not changed, the results of the last build are used. Between v2. If the previous color or opacity cannot be batch processed, sliced and non-sliced share the same texture and cannot be batched.

The problem that the opacity 0 node still occupies the draw call is solved. The purpose of the Open simulator debugger panel option is to automatically open the debug window when the simulator previews the project. The Wait for debugger connect option is used to suspend the boot process until the debugger connection is complete for debugging the load process.

The compression required by the texture can be set directly in the editor, and Cocos Creator will automatically compress the texture when the project is published. Exporting multiple image formats simultaneously on the web is supported. The engine will automatically download the appropriate format according to the different browsers.

See Compressed Textures for details. See the v2. Since v1. Most projects are not affected, but some projects may receive some warnings. For details, please refer to v1. After downloading v2. It is strongly recommended that all 2. Thank you for the feedback from developers through the community, GitHub, Cocos technical services and other channels. For the player, they are allowed to try the game before deciding to download the full version of the game, which greatly saves their device storage space.

Google Play Instant offers a higher APK size limit 10MB , support for progressive downloads for both executable code and game assets, allowing developers to use the NDK and game engine with existing toolchains. In order to make instant apps and games easier to build, as a Google Play Instant technology access partner, in May of this year, the Cocos engine began to do integration testing with Google and beta users of the Cocos community.

Developers only need to select Google Play Instant as the publishing platform to automate all technical docking of the Google Play Instant platform. The output is compatible with Google Play Instant. Technically-standard games, quickly launched on Google Play Instant for testing, greatly reducing development costs.

Compared to v1. In addition, v1. See Code Subcontract Loading. At the same time, v1. If your project is planned to be upgraded to v2. Starting with v1. If the developer has other needs, you can manually modify proj. Some developers have encountered some annoying problems in the process of upgrading the project. We collect and do our best to solve these problems in v2.

In addition to greatly improving the stability and the friendliness of project upgrades, this version also brings new open data domain solutions for WeChat games to developers, greatly improving the performance and flexibility of open data domains. We collect and do our best to solve these problems. Now we will bring you the 2.

In addition to greatly improving the stability and the friendliness of project upgrades, this version also brings developers a new Open Data Domain solution for WeChat games, which greatly improves the performance and flexibility of open data domains.

A large number of private and non-core APIs for v1. See the upgrade guide for details. It is recommended that all v1. This version is not an alternative to v2. As the last major version before v2. Good quality is important to us. Thank you very much for the feedback from developers through the forum, GitHub, Cocos technical services and other channels. Let us look forward to the upcoming 2. After a large-scale underlying refactoring and a two-month stability iteration, Cocos Creator v2.

The core goals of the Cocos Creator v2. In order to accomplish this goal, we completely rewrote the underlying renderer, which structurally guarantees performance improvements and upgraded rendering capabilities. At the same time, in order to ensure that user projects can be upgraded more smoothly, we have almost no changes to the API of the component layer. In addition, 1. This will break through the 4MB limit of WeChat's first package and increase the game loading speed.

See [Code Subcontract Loading] for details. Most projects are unaffected, but some projects may receive some warnings. See the [v1. It is recommended to select Cocos Creator v1. It mainly improves the support for WeChat games and QQ play.

It is recommended that all 1. Thank you very much for the feedback from developers on the forums, GitHub, Cocos technical services and other channels. This release mainly improves the support for WeChat games and QQ games. If you release on WeChat or QQ it is recommended that you upgrade to this release. The detailed changes are:. QQ is still playing in the grayscale test, developers also need to obtain internal testing qualifications for development, and only supports compiling on Mac for the time being.

In addition, our adaptation work for QQ has not been completely completed yet. The following modules are currently not supported:. The above functions are expected to be supported one by one in future updates. We will also continue to closely communicate with the Play engineers and continue to optimize the fitting effect.

As of March 14, , Facebook officially launched the Instant Games platform , worldwide, giving all developers an equal chance to enter and expand their overseas markets. Many game studios have chosen Cocos Creator as their game development engine. Rapid development and continuous iteration make Cocos Creator the perfect choice. It has already formed a competitive advantage in the field of small games. The Cocos Creator editor is a powerful tool for developers to create excellent content and innovative games.

Cocos Creator is the best tool to create Facebook Instant Games. The Cocos team is familiar with the workflow of online games and the requirements of the Facebook Instant Games platform. In order to help game studios successfully release their games on the Facebook Instant Games platform , and help them seize the opportunity opened up by the huge overseas HTML5 market, the engine team continuously worked overtime. Cocos Creator 1.

Cocos Creator provides major features including:. For more detailed technical documentation please refer to this link. Developers are also required to obtain internal beta qualification in order to develop, and currently only support compiling on Mac. In addition, our adaptation work on QQ Play has not been completely completed yet. The following modules are still not supported at present:. Show More Close.

When creating a new WeChat build task, the Wasm physics system will be enabled by default. After it is turned on, it will override the physical backend selection set by the project Fix several animation editor operation problems , including: Some types of animations are not correctly interpolated The curve data is not copied when copying the track Cannot continuously operate the selected keyframe attribute track Wrong position of adding keyframe when scroll bar exists After selecting multiple keyframes, clicking on the keyframe moves abnormally Fix the failure of pasting keyframe data across nodes and attributes Fixed and improved particle curve related controls : including the Bursts property cannot be added normally, the curve containing the Constant mode is displayed abnormally, the display of Two Curve is optimized, and the curve is displayed incorrectly after removing the keyframe.

After the upgrade, you need to use resolution and distance to adjust the shadow quality Fix calculation errors on the shadow of the spotlight Shadow bias is changed to use world space units, which will be more intuitive to adjust Fix the crash problem in Android 11 API Level 30 environment Fixed the issue that AnimationClip. Performance optimizations In version 3. This version has some very important updates that should be known in advance: Further increase the proportion of nativization, implement rendering scenes in the native layer, optimize performance, and lay a solid foundation for the future upper-layer nativization and scene management Optimized rendering pipeline to reduce IO pressure Optimize the experience of using large projects: reduce the memory usage of the editor, avoid crashes, and optimize lag Optimize the standard lighting model Animation data reconstruction and upgrade: prepare for the animation system upgrade and animation state machine The physical behavior of each back-end is unified Delayed rendering pipeline optimization: light source clipping, SSPR, etc.

Important updates Optimize the loading speed of editor resources. After the resources are imported for the first time, the editor will be opened again afterward. Fixed the problem that the 3D particle Rotation module could not set separateAxes , and the modified XY rotation was invalid. Fixed the problem that the modification does not take effect immediately when using the curve in the 3D particle size module. Added VideoClip type, the video resource is automatically recognized as VideoClip format after import Fixed the problem of noise in compressed textures, thanks to Xiaopang Dacheng Fixed the problem that the depthWrite value of the built-in Unlit material is incorrect Fixed the problem that the rich text component causes the open scene data to change [ ] Engine Fixed the problem of incorrect calculation of material hash value due to uniform order [ ] Fixed the issue that sp.

For new projects, it is recommended to use version 3. We will continue to optimize the development experience and operating efficiency of 3. RawAsset that was deprecated since 1. Asset instead. Since 2. All warnings or errors output when the compiler compiles the code is processed correctly and then upgraded to 2.

For code and third-party libraries shared by Android and Android Instant , please place them in the src and libs directories under the proj.

Upgrade from version v2.



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