I read somewhere that collision detection in Box2D is O(N^2), is the answer to write custom collision detection and simply use box2d to process the effects of these?
How to Make a Game Like Cut the Rope – Part 1
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Re: How to Make a Game Like Cut the Rope – Part 1
#12Ray Wenderlich's website is a very valuable source of information for incipient iOS devs. A search: http://www.google.co.za/search?sourceid=chrome&client=ub... yields his website as the first few links. Kudos to this guy for giving a head start to plenty of indie and starting game devs. I can attest to this as I used Cocos2D to produce my iOS game (since pulled because I have been too occupied this year to hack on iO…
I will do so the next time I see him.
Re: How to Make a Game Like Cut the Rope – Part 1
#13While this appears to be a very valuable tutorial, I'm a bit worried about what "like Cut the Rope" implies. You can't get that level of polish without putting thousands of man-hours into it, so I'm afraid it's a bit like those "learn to draw an owl" memes: 1. Draw a circle. 2. Draw the rest of the fucking owl.
Re: How to Make a Game Like Cut the Rope – Part 1
#14While this appears to be a very valuable tutorial, I'm a bit worried about what "like Cut the Rope" implies. You can't get that level of polish without putting thousands of man-hours into it, so I'm afraid it's a bit like those "learn to draw an owl" memes: 1. Draw a circle. 2. Draw the rest of the fucking owl.
Re: How to Make a Game Like Cut the Rope – Part 1
#15It is worth noting that "This is a blog post by iOS Tutorial Team member Gustavo Ambrozio, a software engineer with over 20 years experience, including over three years of iOS experience. He is the founder of CodeCrop Software."
Re: How to Make a Game Like Cut the Rope – Part 1
#16Is there a similar tutorial for Android? As in what's the best hands on tutorial for Android app development?
Re: How to Make a Game Like Cut the Rope – Part 1
#17Ray Wenderlich's website is a very valuable source of information for incipient iOS devs. A search: http://www.google.co.za/search?sourceid=chrome&client=ub... yields his website as the first few links. Kudos to this guy for giving a head start to plenty of indie and starting game devs. I can attest to this as I used Cocos2D to produce my iOS game (since pulled because I have been too occupied this year to hack on iO…
Cocos2d-x is a very functional and robust C++ port / analogue of cocos2d, and it works on iOS, Android and Win32 (not sure about OSX and Linux?). Is that what you call "Cocos2D for Android"? What do you mean exactly by "up to scratch"? Android's fragmentation is a well known problem that can't be abstracted away, but that's no reason to underestimate the value of such frameworks (it sure is a reason to avoid developing for Android though). I for one love being able to develop abd debug in MSVC on Windows, and only touch Xcode / Eclipse for platform-specific stuff.
As an aside, the HTML5 version of Cocos2d-x is also functional but I can't vouch for its robustness
Re: How to Make a Game Like Cut the Rope – Part 1
#18Ray Wenderlich's website is a very valuable source of information for incipient iOS devs. A search: http://www.google.co.za/search?sourceid=chrome&client=ub... yields his website as the first few links. Kudos to this guy for giving a head start to plenty of indie and starting game devs. I can attest to this as I used Cocos2D to produce my iOS game (since pulled because I have been too occupied this year to hack on iO…
Re: How to Make a Game Like Cut the Rope – Part 1
#19I've wanted to do a project with Box2D for a while and have a few ideas for physics heavy games. However all the ideas I have involve pretty large game worlds with many objects so I am worried about the performance of this. I read somewhere that collision detection in Box2D is O(N^2), is the answer to write custom collision detection and simply use box2d to process the effects of these?
But you really need to just make it and see. Even a naive n^2 algorithm will be fine, for small values of n. If you have a lot of objects though you might even be forced into using a 3D engine and making the GPU do some work. Once you're in the process of making your game you'll be more aware of what specific optimizations you can make (such as sprite groups).
Re: How to Make a Game Like Cut the Rope – Part 1
#20Ray Wenderlich's website is a very valuable source of information for incipient iOS devs. A search: http://www.google.co.za/search?sourceid=chrome&client=ub... yields his website as the first few links. Kudos to this guy for giving a head start to plenty of indie and starting game devs. I can attest to this as I used Cocos2D to produce my iOS game (since pulled because I have been too occupied this year to hack on iO…
> Cocos2D is a robust, free and easy-to-use environment; a fully-functional, stable, Android analogue does not exist Cocos2d-x is a very functional and robust C++ port / analogue of cocos2d, and it works on iOS, Android and Win32 (not sure about OSX and Linux?). Is that what you call "Cocos2D for Android"? What do you mean exactly by "up to scratch"? Android's fragmentation is a well known problem that can't be abstr…