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Talk:Porting Cocos2d-x Games for Windows Phone 8

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Teemukorh2 - Great

This will make me start Wp8 development...

teemukorh2 19:11, 26 November 2012 (EET)

Hamishwillee - Nice

Please see my comments on Creating a New Cocos2d-x Project for Windows Phone 8. In essence I think maybe the breakdown of what you've got in each article could be better. I was envisaging the other article explaining the architecture "what is wp", "what is cocos framework" and "what makes up your cocos app built on that framework", along with an overview of how it works (some of what you have in "Introduction for integrating WinRT components into your native c++ app") and lastly a step by step guide to creating a template that you can then create a new app from or port into.

This article would then just cover the porting parts. You actually do a pretty good job here, but its still not completely clear to me (having read the other article) that this covers where all the different files in a port have to live.

I might be overcomplicating this, because I haven't actually tried this out.

Anyway, I'll have a review again if you think this is perfect and my comment make no sense.



hamishwillee 06:59, 7 December 2012 (EET)

Summeli - Thans for the feedback

I think that I add some "architectureal" stuff into this article, and keep the other one just as a small container for "what files to copy and etc".

summeli 08:47, 11 December 2012 (EET)

Summeli - Cocos2d-x port is good


The cocos2d-x port is very good, and it hides the wp9 platform really well from the developer, so you really don't have to know how it works to port games for it. The most important thing is to know the little differences in the GameScene classes etc. to get the game running. I added small introduction to the winRT/c++ integration, since it would be hard to understand how/why the acceleration sensor code works. But you don't really need to know anything about the port internals in most cases.

I guess that another article could tell about how to use DirectX shaders and cocos2d-x, and there we probably would have to open up the port architecture in more details, since adding those shaders will most likely be quite hard task.

summeli 09:49, 11 December 2012 (EET)

Summeli - Difference between the articles

I had to draw a line between the two articles. The articele about Creating a new project Cocos2d-x project for Windows Phone 8 focuses on explaining how to create a new project, and how to continue after that. That also explains what cocos2d-x and wp8 are, since the reader might not know that stuff yet. At the end of the article it gives link to the official cocos2d-X tutorials, since you may want to continue reading them, or if you're porting an application from some other platform, then you should see this one next.

This article focuses on the porting part. In this article I assume that the reader already knows what cocos2d-x is, since he's already reading about porting ;-) Therefore I focused on what you need to know, and what kind of challenges you might face when porting an existing cocos2d-x application from any other platform.

summeli 12:49, 11 December 2012 (EET)

Hamishwillee - Sounds logical

I'll try find time to read them again.

hamishwillee 04:49, 12 December 2012 (EET)

Hamishwillee - Much better


Pretty good job done of "drawing the line". Not perfect, but much better. Certainly this is very usable.

Thank you



hamishwillee 08:00, 18 December 2012 (EET)