Archive for April, 2011

Saturday, April 30th, 2011

Making 2D games in Unity is getting better with products like RageSpline for making vector like splines to create objects (texturable or color), by far one of the best additions to the Unity Asset Store.  The Unity Asset store is a great new place for inspiring products that are excellent, RageSpline shows why.

$50 in the Unity Asset Store but worth it, I hope it is expanded to import many vector formats.

The author is Juha Kiili is the author of this awesome piece of tech and it is seemingly doing well. This could be a full fledged 2d toolkit easily with many import/export capabilities.

Features of RageSpline

  • Creating 2D meshes and lines with bézier-based splines.
  • Outlining with single color, variable width per control point + natural/sharp switch per point.
  • Solid one color fills.
  • Linear gradient fills with two colors and GUI-adjustable scale, offset position and rotation.
  • Emboss styling with two colors and GUI-adjustable adjustable scale, rotation and smoothness variable.
  • Texturing support with GUI-adjustable scale, offset and rotation.
  • Automatic physics generator.
  • Adjustable vertex count for outline, fill, emboss and physics.
  • Example game included: RageCar.

Other Asset Store must haves like EZ-GUI and Sprite Manager make the 2D game creation experience in Unity very focused on the game development and design with performance handled.




Sunday, April 17th, 2011

Recently cocos2d (iphone) reached version 1.0 and they have started a new cocos3d project!

cocos2d is a great objective-c engine for iOS development (and Mac development).  It has it’s limitations but for small 2d based games with physics or platformers with sprites it rocks.  It has made it to 1.0 and many games are made with it on the Appstore.  Unity and Cocos2D make up a good portion of the games in terms of engines used on the Apple Appstore for small to midsize game studios and indies (2500+ games are made with cocos2d).


cocos2d is getting a 3d extension in cocos3d for using 3d mesh/models etc.  Currently it only imports POD models but this could be good for smaller isometric 3d games or 2d using 3d models.  It is early so this will take some time to mature but good news for improving engine performance needed to handle 3d.

This could easily become the most popular/used 3d engine made with objective-c as cocos2d has done with 2d… there aren’t many pure objective-c game engines. The one downfall is multi-platform even though Objective-C is fun.  Unless it is solely a iOS or Mac title then going with a  multi-platform engine or a custom C++ engine and using Android NDK and an Objective-C wrapper on iOS is best for port economics and performance.  That can also be used as desktop and other platforms this way. But for iOS development cocos2D is great.

cocos3d Features

Some of the key features of cocos3d are highlighted in the following list:

  • Seamless integration with cocos2d. Rendering of all 3D model objects occurs within a special cocos2d layer, which fits seamlessly into the cocos2d node hierarchy, allowing 2D nodes such as controls, labels, and health bars to be drawn under, over, or beside 3D model objects.
  • Pluggable loading framework for 3D models exported from familiar 3D editors such as Blender3ds Max orCheetah3D, or through industry standard 3D object files such as Collada or PowerVR POD, or even from your own customized object file formats.
  • Imported 3D models can include animation sequences.
  • 3D model objects can be arranged in sophisticated structural assemblies, allowing child objects to be moved and oriented relative to their parent structure.
  • 3D models, cameras, and lighting can be manipulated and animated using familiar cocos2d CCActions, allowing you to quickly and easily control the dynamics of your 3D world, in a familiar, and easy-to-use programming paradigm.
  • 3D objects can be covered with dynamic materials and textures to create rich, realistic imagery.
  • Mesh data can be shared between 3D objects, thereby saving precious device memory.
  • Mesh data can freely, and automatically, use OpenGL vertex buffer objects to improve performance and memory management.
  • Culling of 3D objects outside of the camera frustum is automatic, based on pluggable, customizable object bounding volumes.
  • Automatic ordering and grouping of 3D objects minimizes OpenGL state changes and improves rendering performance. Pluggable sorters allow easy customization of object sorting, ordering, and grouping for optimal application performance.
  • Automatic OpenGL state machine shadowing means that the OpenGL functions are invoked only when a state really has changed, thereby reducing OpenGL engine calls, and increasing OpenGL throughput.
  • Sophisticated math library eliminates the need to use OpenGL ES function calls for matrix mathematics.
  • Fully documented API written entirely in familiar Objective-C. No need to switch to C or C++ to work with 3D artifacts.
  • Extensive logging framework to trace program execution, including all OpenGL ES function calls.
  • Includes demo applications and Xcode templates to get you up and running quickly.

Learn cocos3d

You can learn more about writing 3D iOS applications using cocos3d, by referring to: