On Sun, Oct 19, 2008 at 11:01 AM, Kao Cardoso Felix <[EMAIL PROTECTED]> wrote: > 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.
We tried a best-of-both-worlds approach for our pyweek entry back in March. I found cocos and rabbyt very nice to work with, with a little bit of work to make them talk to each other. You can take a look at our code: http://pyweek.org/e/binary-defense/ Note that cocos has come a long way since March, so a lot of our code will be obsolete. At the time I avoided using cocos actions, favoring Rabbyt's anims for the better performance, but things seem to have improved. For my latest project, I'm trying more "pure" cocos, and so far I'm pleased with the results. Also, rabbyt's collision engine is wonderfully flexible, and is quite easy to integrate, with minimal fiddling. David --~--~---------~--~----~------------~-------~--~----~ 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 -~----------~----~----~----~------~----~------~--~---
