Gocos2D

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Rogerdodger91

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May 28, 2012, 1:22:33 AM5/28/12
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Hello everyone. I just started a project called Gocos2D. Basically the intention is to go back to the drawing board and rethink the Cocos2D python implementation with concurrency, interfacing and efficiency as the main inspirations behind my desire to redesign the framework using Go.

The project will be opensource and i'm still thinking about licensing. Probably something like MIT. If somebody has a suggestion let me know here and ill just go with the popular suggestion.                

André Moraes

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May 28, 2012, 8:34:36 AM5/28/12
to Rogerdodger91, golan...@googlegroups.com
On Mon, May 28, 2012 at 2:22 AM, Rogerdodger91
<rogerdo...@gmail.com> wrote:
> Hello everyone. I just started a project called Gocos2D. Basically the
> intention is to go back to the drawing board and rethink the Cocos2D python
> implementation with concurrency, interfacing and efficiency as the main
> inspirations behind my desire to redesign the framework using Go.

I think that if you will redesign the python version at that level you
should just start a new framework instead of porting the old one. :)

>
> The project will be opensource and i'm still thinking about licensing.
> Probably something like MIT. If somebody has a suggestion let me know here
> and ill just go with the popular suggestion.

The BSD used by the Go language is a alternative, and basically it
says: if you can use Go you can use my project.

As a tip, I was working with OpenGL (stopped for now), and basically I
was planning to use three main goroutines:
one for rendering, one for physics, one for event handling.

That way, in theory, when the computer is rendering the frame 1, the
frame 2 is being simulated and the frame 3 is being handled.

--
André Moraes
http://amoraes.info

Rogerdodger91

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May 28, 2012, 3:30:43 PM5/28/12
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Im starting from scratch but at the same time I plan to use the same basic elements that make cocos2d, cocos2d. Like having a director, and a scene manager ect. 

Its in my opinion that Go's flexible concurrency syntax could be used for the singletons to communicate with our sprites or to launch events. I just think it makes more sense to use channels and goroutines to handle alot of game logic type things that required threads and mutexes before. Which were also prone to race conditions...   

Then there is this crazy fact that google appengine could be used to integrate games with some sort of online ability. Which could be a huge boost for go and app engine in respect to popularity and revenues (for appengine).  

I ultimately envision a framework as attractive to developers as Cocos2d is with very easy network integration that is known for speed and simplicity. Most developers are building their 2D games with Cocos2D for iphone but the network part is always a nightmare. Which makes me believe that if we stick to the basic principles and add the things obj c cannot, we will have a really attractive fast portable language that is easy for developers to port their apps to.  

The name of the brand is also very convenient lol.   
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