Hi to all. My game which is written in ObjC uses the Cocos2D particle system in order to accomplish some nice effects. The particle solutions I found in the forum are not even close enough to what I already have with Cocos2D. So I tried to make a plugin DLL by calling the effects from the C++ version of the Cocos2D particle system but Gideros seems to unable to load the plugin. If I remove the Cocos2D library the plugin DLL is loaded normally. I know I could use Wax and import the ObjC version but I wanted a multi-platform solution if that can be possible. Any ideas?
Comments
http://www.giderosmobile.com/forum/discussion/comment/23509#Comment_23509
Basically you don't need dll files for ios, you can use cpp files straightly. Only there needs to be some modifications to bind to lua and bind as Gideros plugin, all discussed in that thread.
There it is also mentioned that right not, you can't access Gideros drawing surface, thus this might be something that can not be done right now, but most probably will be able to with the next Gideros version
And great idea about parsing plist
Edit:
Under Android Gideros Player test performance armv6 device: Snow 7 fps... after explosion 2 fps
https://play.google.com/store/apps/developer?id=My+name+is+Originality
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local math_random = math.random;
local math_sin = math.sin;
local math_cos = math.cos;
local math_atan2 = math.atan2;
local math_abs = math.abs;
local math_acos = math.acos;
local math_sqrt = math.sqrt;
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I really love this approach!
However, I am sure that adding so many childs to the container sprite maybe the reason for the slowing down. I'll try something tomorrow (it's a bit late in my place and I need some sleep) and I will let you know.
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Likes: vitalitymobile