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Cocos2d
Cocos2d is an open-source game development framework for creating 2D games and other graphical software for iOS, Android, Windows, macOS, Linux, HarmonyOS, OpenHarmony and web platforms. It is written in C++ and provides bindings for various programming languages, including C++, C#, Lua, and JavaScript. The framework offers a wide range of features, including physics, particle systems, skeletal animations, tile maps, and others. Cocos2d was first released in 2008, and was originally written in Python. It contains many branches with the best known being Cocos2d-ObjC (formerly known as Cocos2d-iPhone), Cocos2d-x, Cocos2d-JS and Cocos2d-XNA. There are also many third-party tools, editors and libraries made by the Cocos2d community, such as particle editors, spritesheet editors, font editors, and level editors, like SpriteBuilder and CocoStudio. Sprites and scenes All versions of Cocos2d work using the basic primitive known as a sprite. A sprite can be thought o ...
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Box2D
Box2D is a free software, free Open-source software, open source Dimension, 2-dimensional Physics engine, physics simulator game engine, engine written in C (programming language), C by Erin Catto and published under the MIT license. It has been used in ''Crayon Physics Deluxe'', ''Limbo (video game), Limbo'', ''Rolando (video game), Rolando'', ''Incredibots'', ''Angry Birds (video game), Angry Birds'', ''Tiny Wings'', ''Shovel Knight'', ''Transformice'', ''Happy Wheels'', and many online Flash games, as well as iPhone, iPad and Android games using the Cocos2d or Moscrif game engine and Corona (software development kit), Corona framework. It has also been used in the Unity (game engine), Unity game engine. History Box2D was first released as "Box2D Lite", a demonstration engine to accompany a physics presentation given by Erin Catto at Game Developers Conference, GDC 2006. On September 11, 2007, it was released as open source on SourceForge. On January 17, 2010, Box 2D moved th ...
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Chukong Technologies
Chukong Technologies (also known as Chukong) is an international mobile entertainment platform company headquartered in Beijing. Chukong maintains four core business practicesgame engine development mobile game developmentpublishing andeveloper community support In January 2014, Chukong was named the third largest Chinese mobile developer. In addition to its headquarters in Beijing, Chukong Technologies also has offices in Menlo Park, Tokyo, Seoul, and Taipei. In February 2014, sources reported that Chukong Technologies was planning to file for a $150 million IPO in the United States. Within months, plans for the IPO was postponed indefinitely due to lower than expected valuation and was eventually shelved. History In 2008, Gary (Guanqun) Liu, a Chinese technologist and software developer, createCocoaChina.com an Internet forum for Chinese developers to discuss iOS development related topics. In 2009, Haozhi Chen, a serial entrepreneur and angel investor, invested in the foru ...
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Chipmunk (software)
Chipmunk2D is a 2-dimensional real-time computing, real-time rigid body dynamics, rigid body physics engine written by Scott Lembcke that is designed to be portable, lightweight, fast, and easy to use. Prior to version 7, two main versions of the library existed. ''Chipmunk2D Free'' was written purely in C99, and freely available under the terms of the MIT License. ''Chipmunk2D Pro'' was a proprietary upgrade designed for development on mobile devices. It included several high-level subroutines in Objective-C, and floating-point optimizations for the ARM architecture, ARM processor. However, after version 7 the project was fully open-sourced. Aside from Objective-C, there are official bindings for Ruby (programming language), Ruby, and third party interfaces exist for Python (programming language), Python, Haskell (programming language), Haskell, OCaml, and others. Chipmunk is endorsed by a number of game libraries, includinAerosol Gosu (library), Gosu, and Cocos2d. Features Chipm ...
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C Sharp (programming Language)
C# ( pronounced: C-sharp) ( ) is a general-purpose high-level programming language supporting multiple paradigms. C# encompasses static typing, strong typing, lexically scoped, imperative, declarative, functional, generic, object-oriented (class-based), and component-oriented programming disciplines. The principal inventors of the C# programming language were Anders Hejlsberg, Scott Wiltamuth, and Peter Golde from Microsoft. It was first widely distributed in July 2000 and was later approved as an international standard by Ecma (ECMA-334) in 2002 and ISO/ IEC (ISO/IEC 23270 and 20619) in 2003. Microsoft introduced C# along with .NET Framework and Microsoft Visual Studio, both of which are technically speaking, closed-source. At the time, Microsoft had no open-source products. Four years later, in 2004, a free and open-source project called Microsoft Mono began, providing a cross-platform compiler and runtime environment for the C# programming language. A decad ...
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OpenAL
OpenAL (Open Audio Library) is a cross-platform audio application programming interface (API). It is designed for efficient rendering of multichannel three-dimensional positional audio. Its API style and conventions deliberately resemble those of OpenGL. OpenAL is an environmental 3D audio library, which can add realism to a game by simulating attenuation (degradation of sound over distance), the Doppler effect (change in frequency as a result of motion), and material densities. OpenAL aimed to originally be an open standard and open-source replacement for proprietary (and generally incompatible with one another) 3D audio APIs such as DirectSound and Core Audio, though in practice has largely been implemented on various platforms as a wrapper around said proprietary APIs or as a proprietary and vendor-specific fork. While the reference implementation later became proprietary and unmaintained, there are open source implementations such as OpenAL Soft available. History OpenA ...
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Sprite (computer Graphics)
In computer graphics, a sprite is a Plane (mathematics), two-dimensional bitmap that is integrated into a larger scene, most often in a 2D video game. Originally, the term ''sprite'' referred to fixed-sized objects composited together, by hardware, with a background. Use of the term has since become more general. Systems with hardware sprites include arcade video games of the 1970s and 1980s; game consoles including as the Atari VCS (1977), ColecoVision (1982), Nintendo Entertainment System, Famicom (1983), Sega Genesis, Genesis/Mega Drive (1988); and home computers such as the TI-99/4 (1979), Atari 8-bit computers (1979), Commodore 64 (1982), MSX (1983), Amiga (1985), and X68000 (1987). Hardware varies in the number of sprites supported, the size and colors of each sprite, and special effects such as scaling or reporting pixel-precise overlap. Hardware composition of sprites occurs as each scan line is prepared for the video output device, such as a cathode-ray tube, without i ...
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Level (video Games)
In Video game, video games, a level (also referred to as a map, mission, stage, course, or round in some older games) is any space available to the player during the course of completion of an objective. Video game levels generally have progressively increasing difficulty to appeal to players with different skill levels. Each level may present new concepts and challenges to keep a player's interest high to play for a long time. In games with linear progression, levels are areas of a larger world, such as Green Hill Zone. Games may also feature interconnected levels, representing locations. Although the challenge in a game is often to defeat some sort of character, levels are sometimes designed with a movement challenge, such as a jumping puzzle, a form of obstacle course. Players must judge the distance between platforms or ledges and safely jump between them to reach the next area. These puzzles can slow the momentum down for players of fast action games; the first ''Half-Life ...
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Font
In metal typesetting, a font is a particular size, weight and style of a ''typeface'', defined as the set of fonts that share an overall design. For instance, the typeface Bauer Bodoni (shown in the figure) includes fonts " Roman" (or "regular"), "" and ""; each of these exists in a variety of sizes. In the digital description of fonts ( computer fonts), the terms "font" and "typeface" are often used interchangeably. For example, when used in computers, each style is stored in a separate digital font file. In both traditional typesetting and computing, the word "font" refers to the delivery mechanism of an instance of the typeface. In traditional typesetting, the font would be made from metal or wood type: to compose a page may require multiple fonts from the typeface or even multiple typefaces. Spelling and etymology The word ''font'' (US) or ''fount'' (traditional UK, CAN; in any case pronounced ) derives from Middle French ''fonte'', meaning "cast iron". The term re ...
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Texture Atlas
In computer graphics, a texture atlas (also called a spritesheet or an image sprite in 2D game development) is an image containing multiple smaller images, usually packed together to reduce overall dimensions. An atlas can consist of uniformly-sized images or images of varying dimensions. A sub-image is drawn using custom texture coordinates to pick it out of the atlas. Benefits In an application where many small textures are used frequently, it is often more efficient to store the textures in a texture atlas which is treated as a single unit by the graphics hardware. This reduces both the disk I/O overhead and the overhead of a context switch by increasing memory locality. Careful alignment may be needed to avoid bleeding between sub textures when used with mipmapping and texture compression. In web development, images are packed into a sprite sheet to reduce the number of image resources that need to be fetched in order to display a page. Gallery File:Tile set.png, A tex ...
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Tile-based Video Game
A tile-based video game, or grid-based video game, is a type of video game where the playing area consists of small square (or, much less often, rectangular, parallelogram, or hexagonal) graphic images referred to as ''tiles'' laid out in a grid. That the screen is made of such tiles is a technical distinction, and may not be obvious to people playing the game. The complete set of tiles available for use in a playing area is called a ''tileset''. Tile-based games usually simulate a top-down, side view, or 2.5D view of the playing area, and are almost always two-dimensional. Much video game hardware from the late 1970s through the mid-1990s has native support for displaying tiled screens with little interaction from the CPU. Overview Tile-based games are not a distinct video game genre. The term refers to the technology that the hardware or game engine uses for its visual representation. For example, '' Pac-Man'' is an action game, '' Ultima'' is a role-playing video game an ...
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Skeletal Animation
Skeletal animation or rigging is a technique in computer animation in which a character (or other articulated object) is represented in two parts: a polygonal or parametric mesh representation of the surface of the object, and a hierarchical set of interconnected parts (called joints or bones, and collectively forming the skeleton), a virtual armature used to animate (pose and keyframe) the mesh. While this technique is often used to animate humans and other organic figures, it only serves to make the animation process more intuitive, and the same technique can be used to control the deformation of any object—such as a door, a spoon, a building, or a galaxy. When the animated object is more general than, for example, a humanoid character, the set of "bones" may not be hierarchical or interconnected, but simply represent a higher-level description of the motion of the part of mesh it is influencing. The technique was introduced in 1988 by Nadia Magnenat Thalmann, Richard Lape ...
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Particle System
A particle system is a technique in game physics, motion graphics, and computer graphics that uses many minute sprites, 3D models, or other graphic objects to simulate certain kinds of "fuzzy" phenomena, which are otherwise very hard to reproduce with conventional rendering techniques – usually highly chaotic systems, natural phenomena, or processes caused by chemical reactions. Introduced in the 1982 film '' Star Trek II: The Wrath of Khan'' for the fictional "Genesis effect", other examples include replicating the phenomena of fire, explosions, smoke, moving water (such as a waterfall), sparks, falling leaves, rock falls, clouds, fog, snow, dust, meteor tails, stars and galaxies, or abstract visual effects like glowing trails, magic spells, etc. – these use particles that fade out quickly and are then re-emitted from the effect's source. Another technique can be used for things that contain many strands – such as fur, hair, and grass – involving rendering an e ...
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