<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:content="http://purl.org/rss/1.0/modules/content/"><channel><title>Cocos2d-X on RETRO.MOE</title><link>https://retro.moe/tag/cocos2d-x/</link><description>Recent content in Cocos2d-X on RETRO.MOE</description><image><title>RETRO.MOE</title><url>https://retro.moe/images/papermod-cover.png</url><link>https://retro.moe/images/papermod-cover.png</link></image><generator>Hugo -- 0.161.1</generator><language>en</language><copyright>Ricardo Quesada</copyright><lastBuildDate>Wed, 30 Jul 2014 20:45:00 +0000</lastBuildDate><atom:link href="https://retro.moe/tag/cocos2d-x/feed.xml" rel="self" type="application/rss+xml"/><item><title>Integrating LiquidFun with Cocos2d-x: Part II</title><link>https://retro.moe/2014/07/30/integrating-liquidfun-with-cocos2d-x-part-ii/</link><pubDate>Wed, 30 Jul 2014 20:45:00 +0000</pubDate><guid isPermaLink="false">http://towp8.com/?p=477</guid><description>&lt;p&gt;In &lt;a href="https://retro.moe/2014/04/23/integrating-liquidfun-with-cocos2d-x-part-i/"&gt;Part I&lt;/a&gt; I
described to how integrated LiquidFun with Cocos2d-x.
In this part (part II) I&amp;rsquo;ll describe how to render the particles using a basic
water effect.&lt;/p&gt;
&lt;figure&gt;
&lt;img loading="lazy" src="https://retro.moe/wp-content/uploads/2014/07/screenshot-2014-07-29-19-02-07.png?w=676" width="425"/&gt;
&lt;/figure&gt;
&lt;p&gt;Part I uses just one &lt;code&gt;glDrawArrays(GL_POINTS, 0, total);&lt;/code&gt; to draw the particles.
And although that works to draw &amp;ldquo;particles&amp;rdquo;, it is not enough to draw &amp;ldquo;water&amp;rdquo;.&lt;/p&gt;
&lt;p&gt;Drawing &amp;ldquo;water&amp;rdquo; requires a more complex rendering algorithm, like the one used
in this &lt;a href="http://www.patrickmatte.com/stuff/physicsLiquid/"&gt;example&lt;/a&gt;. And
implementing an algorithm similar that one is what this article describes.&lt;/p&gt;</description></item><item><title>Integrating LiquidFun with Cocos2d-x: Part I</title><link>https://retro.moe/2014/04/23/integrating-liquidfun-with-cocos2d-x-part-i/</link><pubDate>Wed, 23 Apr 2014 21:51:26 +0000</pubDate><guid isPermaLink="false">http://towp8.com/?p=241</guid><description>&lt;p&gt;&lt;img alt="LiquidFun Testbed + Cocos2d-x" loading="lazy" src="https://camo.githubusercontent.com/024bc94a0b655472808a1073611f72bff59f3f50/68747470733a2f2f6c68332e676f6f676c6575736572636f6e74656e742e636f6d2f2d64705a666f5a3776472d512f553153304746486d6879492f41414141414141413735492f574b6e764e7334597069382f733430302f494d475f303031322e6a7067"&gt;&lt;/p&gt;
&lt;p&gt;&lt;em&gt;LiquidFun Testbed + Cocos2d-x&lt;/em&gt;&lt;/p&gt;
&lt;p&gt;From LiquidFun&amp;rsquo;s site:&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;Based
on &lt;a href="https://github.com/cocos2d/cocos2d-x-samples/blob/v3/box2d.org"&gt;Box2d&lt;/a&gt;, &lt;a href="http://google.github.io/liquidfun/"&gt;LiquidFun&lt;/a&gt;
features particle-based fluid simulation. Game developers can use it for new
game mechanics and add realistic physics to game play. Designers can use the
library to create beautiful fluid interactive experiences.&lt;/p&gt;
&lt;/blockquote&gt;
&lt;p&gt;Basically, LiquidFun is Box2d plus an extension to simulate fluids using a
particle system. To test it, download and install the
official &lt;a href="https://play.google.com/store/apps/details?id=com.wolff.liquidfun.testbed2"&gt;LiquidFun - Testbed,&lt;/a&gt;
and &lt;a href="https://play.google.com/store/apps/details?id=com.wolff.EyeCandy"&gt;LiquidFun - EyeCandy&lt;/a&gt;
for Android.&lt;/p&gt;</description></item><item><title>Vistual Studio: First steps</title><link>https://retro.moe/2014/04/10/vistual-studio-first-steps/</link><pubDate>Fri, 11 Apr 2014 02:50:07 +0000</pubDate><guid isPermaLink="false">http://towp8.com/?p=184</guid><description>&lt;h3 id="goals"&gt;Goals&lt;/h3&gt;
&lt;ol&gt;
&lt;li&gt;Compile and run cocos2d-x tests on the emulator&lt;/li&gt;
&lt;li&gt;Set a breakpoint in Visual Studio.&lt;/li&gt;
&lt;/ol&gt;
&lt;h3 id="running-cpp-test-on-the-emulator"&gt;Running cpp-test on the Emulator&lt;/h3&gt;
&lt;ol&gt;
&lt;li&gt;
&lt;p&gt;Download &lt;a href="http://www.cocos2d-x.org/download"&gt;cocos2d-x v3.0&lt;/a&gt;&lt;/p&gt;
&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;Unzip it and then go to &lt;em&gt;cocos2d-x/build&lt;/em&gt; directory&lt;/p&gt;
&lt;div class="highlight"&gt;&lt;pre tabindex="0" style="color:#f8f8f2;background-color:#272822;-moz-tab-size:4;-o-tab-size:4;tab-size:4;-webkit-text-size-adjust:none;"&gt;&lt;code class="language-shell" data-lang="shell"&gt;&lt;span style="display:flex;"&gt;&lt;span&gt;$ cd cocos2d-x/build
&lt;/span&gt;&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;Open &lt;em&gt;cocos2d-wp8.vc2012.sln&lt;/em&gt; with Visual Studio&lt;/p&gt;
&lt;div class="highlight"&gt;&lt;pre tabindex="0" style="color:#f8f8f2;background-color:#272822;-moz-tab-size:4;-o-tab-size:4;tab-size:4;-webkit-text-size-adjust:none;"&gt;&lt;code class="language-shell" data-lang="shell"&gt;&lt;span style="display:flex;"&gt;&lt;span&gt;$ start cocos2d-wp8.vc2012.sln
&lt;/span&gt;&lt;/span&gt;&lt;/code&gt;&lt;/pre&gt;&lt;/div&gt;&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;Set &lt;em&gt;cpp-tests (Windows Phone Silverlight 8)&lt;/em&gt; as the default project:&lt;/p&gt;
&lt;ul&gt;
&lt;li&gt;Go to the &lt;em&gt;Solution Explorer&lt;/em&gt;&lt;/li&gt;
&lt;li&gt;Right click on &lt;em&gt;cpp-tests (Windows Phone Silverlight 8)&lt;/em&gt;&lt;/li&gt;
&lt;li&gt;Click on &lt;em&gt;Set as StartUp Project&lt;/em&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;&lt;a href="https://retro.moe/wp-content/uploads/2014/04/vs_default_project.png"&gt;&lt;img alt="vs_default_project" loading="lazy" src="https://retro.moe/wp-content/uploads/2014/04/vs_default_project.png?w=676"&gt;&lt;/a&gt;&lt;/p&gt;</description></item></channel></rss>