mardi 29 janvier 2013

Cocos2D : CCSpriteBatchNode & TexturePacker

Every time a texture is drawn on the screen, the graphics hardware has to prepare the rendering, render the graphics, and clean up after rendering. There is an inherent overhead caused by starting and ending the rendering of a single texture. This can be alleviated by asking the graphics hardware to render an entire group of sprites. In that case, the graphics hardware will perform the preparation and cleanup steps only once for that group of sprites.

mercredi 23 janvier 2013

Cocos2D : What is it ?

As long as you create simple applications, and by simple i mean without 3D and without framerates and real-time concerns, UIKit is the framework to use. It contains a lot of components, with great APIs and a full documentation. It is very pleasant to work with it. But as soon as you want to have fun making a game, you have to start working with the appropriate framework. That's what lead us to Cocos2D.

Cocos2D is a free, open-source, community supported and easy to use, while efficient, smartphone game engine.