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Say Hello to Cocos2D-Swift

84 pointsby collinjacksonalmost 11 years ago

5 comments

roquinalmost 11 years ago
Content: <a href="http://forum.cocos2d-iphone.org/t/say-hello-to-cocos2d-swift/13753" rel="nofollow">http:&#x2F;&#x2F;forum.cocos2d-iphone.org&#x2F;t&#x2F;say-hello-to-cocos2d-swift...</a>
SurfScorealmost 11 years ago
I&#x27;ve used cocos2d for my iOS app, Kodable, for two years now. It has worked great...for the most part. If I didn&#x27;t need to support iOS 5 and 6 for schools, I would have already switched to SpriteKit.<p>The biggest problem with cocos2d now is that SpriteKit is slowly making it irrelevant, at least for iOS-exclusive apps. Apple basically ripped it off and remade it and packaged it with iOS. It even has the same mode&#x2F;scene structure! Cocos2d has almost nothing that SpriteKit doesn&#x27;t except for being open source and a few extensions.<p>Why would I use cocos2d with swift when SpriteKit has such close integration with it already? There&#x27;s still a place for cocos2d, but with cocos2d-X, the C++ cross-platform version.
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noel82almost 11 years ago
Let&#x27;s say that &quot;<a href="http://www.cocos2d-swift.org/&quot;" rel="nofollow">http:&#x2F;&#x2F;www.cocos2d-swift.org&#x2F;&quot;</a> isn&#x27;t that complete with content..
100rsaalmost 11 years ago
Where is code example? All tutorials are written in objc.
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CmonDevalmost 11 years ago
I guess it&#x27;s a perfect pairing. Performance is probably less important for Cocos2d type of games (rather then low difficulty barrier).
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