8.9 KiB
cocos2d-x v3.4 Release Notes
Table of Contents generated with DocToc
Misc Information
- Full Changelog: https://github.com/cocos2d/cocos2d-x/blob/cocos2d-x-3.4beta0/CHANGELOG
- v3.0 Release Notes can be found here: v3.0 Release Notes
Requirements
Runtime Requirements
- Android 2.3 or newer
- iOS 5.0 or newer
- OS X 10.7 or newer
- Windows 7 or newer
- Windows Phone 8 or newer
- Linux Ubuntu 14.04 or newer
Compiler Requirements
- Xcode 5.1 or newer for iOS or Mac
- gcc 4.9 or newer for Linux
- ndk-r10c for Android
- Visual Studio 2012 or newer for Windows (win32)
- Visual Studio 2012 or newer for Windows Phone 8
How to run tests
Mac OSX & iOS
- Enter
cocos2d-x/build
folder, opencocos2d_test.xcodeproj
- Select
iOS
orOS X
target in scheme toolbar - Click
run
button
Android
You can run the samples...
Using command line:
$ cd cocos2d-x
$ ./setup.py
$ cd build
$ ./android-build.py cpp-empty-test -p 10
$ adb install cocos2d-x/tests/cpp-empty-test/proj.android/bin/CppEmptyTest-debug.apk
Then click item on Android device to run tests. Available value of -p
is the API level, cocos2d-x supports from level 10.
Using Eclipse:
$ cd cocos2d-x
$ ./setup.py
$ cd build
$ ./android-build.py cpp-empty-test -p 10
Then
- Import cocos2d-x Android project into Eclipse, the path used to import is
cocos/2d/platform/android
- Import
cpp-empty-test
Android project into Eclipse, the path used to import istests/cpp-empty-test/proj.android
- Build
cpp-empty-test
Android project and run
Windows
- Enter
cocos2d-x/build
, and opencocos2d-win32.vs2012.sln
- Select
cpp-empty-test
as running target - Click run button
Linux
$ cd cocos2d-x/build
$ ./install-deps-linux.sh
$ cd ../..
Then
$ mkdir build
$ cd build
$ cmake ../cocos2d-x
$ make -j4
Run
$ cd bin/cpp-empty-test
$ ./cpp-empty-test
How to start a new game
Please refer to this document: ReadMe
v3.4beta0
Highlights of v3.4beta0
Features in detail
Create Sprite3D asynchronously
It allows to load Sprite3D in another thread so that you can process more logic in the main thread. And it notifies you using a custom callback after creating is finished.
modelPath
is the file to be loaded, AsyncLoadSprite3DTest::asyncLoad_Callback
is the user's callback function, userParam
is the parameter that the callback function is wanted.
Sprite3D::createAsync(modelPath, CC_CALLBACK_2(AsyncLoadSprite3DTest::asyncLoad_Callback, this), (void*)userParam);
The callback function is called after loading Sprite3D, the callback function can be something like this,
void AsyncLoadSprite3DTest::asyncLoad_Callback(Sprite3D* sprite, void* param)
{
//sprite is the loaded sprite
sprite->setPosition(point);
addChild(sprite);
}
Frustum culling
Frustum culling means only the stuff that is inside the frustum is sent to the graphics hardware. It can potentially improve the performance of the application since only the vertices that are part of the visible part of the 3D world are kept on the graphics card memory.
Frustum culling is a property of camera, it is enabled by default. And you can use the following to enable or disable the frustum culling,
//the first parameter is enable frustum culling or not, the second means that frustum culling using near and far plan or not.
camera->enableFrustumCulling(true, true);
Note that when you can make sure that all the stuff is inside the frustum you can turn off the frustum culling.
For more infomation please reffer to the cpptests/CameraTest
Use less resources to create ui::CheckBox and ui::Slider
Now we could use less resources to create ui::CheckBox and ui::Slider.
To create an ui::CheckBox, we could simply pass the normal state box and active texture.
CheckBox* checkBox2 = CheckBox::create("cocosui/check_box_normal.png",
"cocosui/check_box_active.png");
To create an ui::Slider, we could only pass the slider bar texture and normal ball texture.
Slider* sliderScale9 = Slider::create("cocosui/slidbar.png", "cocosui/sliderballnormal.png");
If the selected state texture is missing, when user press the widget, the normal texture will scale.
If the disable state texture is missing, when the widget is in disable state, we use gray shader to turn the normal state texture to gray.
The original ui::Button also support the gray shader enhancement.
Custom Allocators
in ccConfig.h you can control the custom allocator system with the following defines.
#define CC_ENABLE_ALLOCATOR 1
#define CC_ENABLE_ALLOCATOR_DIAGNOSTICS CC_ENABLE_ALLOCATOR
#define CC_ENABLE_ALLOCATOR_GLOBAL_NEW_DELETE 0
#define CC_ALLOCATOR_GLOBAL cocos2d::allocator::AllocatorStrategyDefault
#define CC_ALLOCATOR_GLOBAL_NEW_DELETE cocos2d::allocator::AllocatorStrategyGlobalSmallBlock
CC_ENABLE_ALLOCATOR turns everything on or off. When set to 0, everything should still build, but all custom allocator code is disabled or removed. This is handled mainly through macros, but if you implement new allocator strategies, you should be aware of, and respect this preprocessor directive.
CC_ENABLE_ALLOCATOR_DIAGNOSTICS defaults to the same value as CC_ENABLE_ALLOCATOR, but setting this to 0 will disable allocator diagnostics via the control panel. Diagnostics have significant overhead, so you definitely want to disable them for production builds.
CC_ENABLE_ALLOCATOR_GLOBAL_NEW_DELETE enables overriding of the global new and delete operators. The allocator strategy used can be selected by setting the CC_ALLOCATOR_GLOBAL_NEW_DELETE define.
CC_ALLOCATOR_GLOBAL defines the allocator strategy to use for global allocations. All memory needed by other allocators will use this global allocator, as well as the macros CC_MALLOC, CC_FREE etc.
Third party libraries that use malloc/free will continue to use the original malloc/free so their memory usage will not be tracked.
Calls to new/delete from shared libraries should work ok provided the library is loaded after the allocator has initialized, which should be the case, unless you load a shared library from a static variable initialization.
Default Allocator
The default allocator wraps malloc and free and provides an allocator interface that anyone can use to allocate blocks of memory. Tracking is not currently enabled here, but can be added in the future.
General Allocator
The general allocator provides a series of fixed sized allocators from the smallest allocation size of 4 bytes up to some threshold which currently defaults to 8 Kbytes. Anything larger than this threshold will fallback to the default allocator. See fixed allocators for more details.
Fixed Block Allocator
Fixed block allocators provide a memory pool of blocks of fixed size. They are extremely fast since no searching for best fit is required, they can simply pop the first block off a list and return that. Similarly, freeing memory is also extremely fast since they just push the block on the front of the list. Memory is not actually freed, it is kept allocated and track on a free list. It will be possible to reduce the allocated memory by freeing up unused pages of memory from the list.
Pool Allocator
Implements a custom fixed block allocator for a specific type. You can override local new/delete for types that are classes or structs using CC_USE_ALLOCATOR_POOL(pool). Additionally, these allocators are configurable in terms of the initial size.
Implementing Custom Allocators for Objects
Simply add a static instance of the pool allocator to your class, and use the CC_USE_ALLOCATOR_POOL macro to implement operators new and delete for your class.
class SomeClass
{
public:
cocos2d::allocator::AllocatorStrategyPool<SomeClass> _allocator;
CC_USE_ALLOCATOR_POOL(SomeClass, _allocator);
};
Console (allocator command, tags, counts etc)
You can connect to the running app using the console. I.e. telnet localhost 5678 and issue the allocator command to dump out all allocator diagnostic information. One of the useful pieces of information is the highest count for pool allocators. You can plug this value back into the initial size for the allocator to preallocate this number of objects when starting, improving startup speed significantly.