[This message was originally posted on the cocos2d-iPhone forum, and I am reposting this here at the request of riq.]
Hi all, For my thesis project, I've been developing a game engine designed for Sugar Labs / One Laptop Per Child, and I decided to use cocos2d-iPhone as its basis. It is developed in Python and uses PyGTK and PyCairo for rendering and user input (instead of OpenGL etc.)--this was necessary given the library stack that the Sugar UI encourages. It is called cocosCairo (a portmanteau of cocos2d and Cairo Graphics, the library which PyCairo exposes in Python). For those that may be wondering, I chose to forego the existing cocos2d for Python codebase because the iPhone code seems more mature. (My apologies to the Python developers and community if I have misinterpreted this.) cocosCairo is fairly stable at this point and is thoroughly documented. I've even been putting together system diagrams within cocosCairo to demonstrate its behaviors and underlying mechanisms. You can find these here: http://youtube.com/cocosCairo. Some features of cocosCairo: * Thorough Javadoc-like documentation (it uses Epydoc): every method is documented by hand * The core components of and similar syntax to cocos2d for iPhone (e.g. Actions, Director, Nodes) * A completely optional MVC design pattern implementation * SVG rendering and dynamic editing (SVG files are parsed as XML, and the values can be edited through code) * Polygons, convex hulls, and determining if a point is in a polygon (for more robust hit detection etc.) * Screenshots and video recording I am posting this message for three reasons: 1) I would like to have some developers try out cocosCairo, both to contribute to my thesis (as usability testers) and to help mature and test out the project. 2) It would be great if there are other (mature) developers who are interested in helping maintain and augment the cocosCairo codebase. There are many features which are not yet implemented, and there are likely going to be many bugs and use cases I haven't thought of, so having some more people to collaborate with would be great. 3) Also, if there are active developers here that are working on cocos2d for Python, I would be quite keen in sharing my work so far with them: if they are currently working on porting the iPhone code to update the Python base, I have much of the core work completed. One thing to note: GTK etc. are part of the GNOME desktop environment and may not port that well to Windows or Mac. If you don't have a Linux computer, you might have to try out cocosCairo in a VM of Ubuntu or some other distro. (I did all the development on my Macbook with a Linux VM, so it *should* be a suitable solution.) I unfortunately cannot release the code base yet to the general public until some IP issues are cleared by my university, but I am more than happy to share my work with individuals until then. If you are interested in finding out more about the project and/or contributing in some way, feel free to post a message below or send me an email at [email protected]. Thanks! Jeremy -- 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.
