On Sun, Oct 19, 2008 at 12:24 PM, Dany0 <[EMAIL PROTECTED]> wrote: > > Comment&rate... > I have to choose between very fast and highly programable rabbyt and > mid-slow but nice and easy cocos 2d... > http://matthewmarshall.org/projects/rabbyt/
>From what I read on Rabbyt's website, it seems more like a small library that solves a few game-related problems (sprites, animations, collision) while cocos is more like a higher level framework with hierarchical 2D scenes, game state management and other nice stuff ready to use. To me it seems that's perfectly possible to use the 2 libs together, at least to some extent. Rabbyt's sprites, for instance, could be easily wrapped on a CocosNode subclass, much like pyglet's sprites are. Rabbyt collision seems to be very decoupled from the rest of the library too, so it should be no problem at all to use. Even the anim system (from a very superficial reading I just did on rabbyt's docs) seems to be independent and easy to use with another libs. I'm not sure if they would play easily along cocos actions, though. So, it seems to me that you could easily choose to have both of the advantages :) If you think that you probably will write all the rest of your game in pure python, cocos2d doesn't look like a huge overhead. It's just that a lot of common code you probably would write anyway is already done. -- Kao Cardoso Félix Página pessoal: http://www.inf.ufrgs.br/~kcfelix Blog: http://kaofelix.blogspot.com --~--~---------~--~----~------------~-------~--~----~ You received this message because you are subscribed to the Google Groups "cocos2d discuss" group. To post to this group, send email to [email protected] To unsubscribe from this group, send email to [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/cocos-discuss?hl=en -~----------~----~----~----~------~----~------~--~---
