hey lucio!

my decision against cocos2d has several reasons:
first and most important there is the learning aspect - i do want to
learn how these things work by doing my own experiments!
second i read a lot in the cocos code to learn - this is how i drew my
first tileset with adding sprites to a batch like cocos does.

i think i need too little from cocos to make it a useful dependency
and for the things i do use i would very much like to learn from cocos
how it does them and improve those for my specific application.
for example cocos has superb animation, particle, text and transition
effects but i need none of them. for the sprites i need no scaling,
rotating etc...
interesting for me are scenes and menu but i think that is not enough
for a reason to require cocos as a dependency

as for the cocos tile engine:
 - cocos uses sprites to draw the batch (what i was told and
experienced is slower than using vertex lists)
 - i need animated tiles and map objects
 - i need the map objects' shadows to blit in two different alpha
values to the background terrain
as far as my knowledge goes now i'm better off in doing my own tile
engine

you sure did a great work with cocos2d and please do correct me if i'm
wrong with what i said :)

cheers

josch

On Sep 10, 5:02 pm, "Lucio Torre" <[EMAIL PROTECTED]> wrote:
> On Mon, Sep 8, 2008 at 9:10 PM, josch <[EMAIL PROTECTED]> wrote:
>
> > well i just did not want to have the overhead of all those mighty
> > cocos transformations and animation stuff. i need it small and simple.
>
> One a side note, you can use cocos mostly without overhead by creating
> a scene and replacing its draw method.
>
> You control what transformations you get on that scene. So you can be
> as fast as you want/can. But you also get the benefits of cocos if you
> want to add more stuff.
>
> Lucio.
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