I've used cocos2d for my iOS app, Kodable, for two years now.
I've used cocos2d for my iOS app, Kodable, for two years now. It has worked great...for the most part. If I didn't need to support iOS 5 and 6 for schools, I would have already switched to SpriteKit. 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/scene structure! Cocos2d has almost nothing that SpriteKit doesn't except for being open source and a few extensions. Why would I use cocos2d with swift when SpriteKit has such close integration with it already? There's still a place for cocos2d, but with cocos2d-X, the C++ cross-platform version.
Posted by SurfScore on Jun 5, 2014, 7:27 AM
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- I hate that this whole cluster of beliefs exists, but software on my own computer enforcing what I can and can't do for ideological reaso...
- As I replied in another comment[1], it's their software, their choice.
- [Feature] Support external model integration via personal API keys and local LLMs (BYOK)
- > So when head of companies don’t care about quality, they’ll push hard no matter what to have speed.
- Feature request: support multiple named accounts per app/connector
- Support standalone Windows installer (`codex-setup.exe`)
Raise real-world problems, find people facing the same issue, and discuss solutions.9,500 issues0 comments
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I hate that this whole cluster of beliefs exists, but software on my own computer enforcing what I can and can't do for ideological reaso...
As I replied in another comment[1], it's their software, their choice.
[Feature] Support external model integration via personal API keys and local LLMs (BYOK)
> So when head of companies don’t care about quality, they’ll push hard no matter what to have speed.
Feature request: support multiple named accounts per app/connector
Support standalone Windows installer (`codex-setup.exe`)
[feature]: Move OIDC back to self-hosted OSS(Plane Free)
I was running about 1000 machines on VMware in my previous career.
I've used cocos2d for my iOS app, Kodable, for two years now.
I've used cocos2d for my iOS app, Kodable, for two years now. It has worked great...for the most part. If I didn't need to support iOS 5 and 6 for schools, I would have already switched to SpriteKit. 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/scene structure! Cocos2d has almost nothing that SpriteKit doesn't except for being open source and a few extensions. Why would I use cocos2d with swift when SpriteKit has such close integration with it already? There's still a place for cocos2d, but with cocos2d-X, the C++ cross-platform version.
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