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Blog: C, C++, and Objective-C runtime updates
Maybe game server can use C&CPP runtime, thank you~!
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This looks extremely exciting! Can't wait to have batch draw calls for our spines.
We are a CC2DX team, still using the v2 family. Is this runtime upgrade compatible with this version?
The latest cocos2d-x runtime uses skewing scale, introduced with Spine v3. You may be able to use your animations exported from v2, but there could be problems with how scale is applied.
Nate написавThe latest cocos2d-x runtime uses skewing scale, introduced with Spine v3. You may be able to use your animations exported from v2, but there could be problems with how scale is applied.
Sorry, too many versions with the same numbers
Question was, do the newest cc2dx runtime updates apply to the CC2DX v2? After re-reading the blog post ("spine-cocos2dx (v2 and v3),") it sounds like it is true.
EDIT: we just tried it and it just works, drop in, no hassle. Suddenly, batching.
We love you guys.
Where is the donation hotline? You do such good work.
Ahh, right. Yes, we are keeping the cocos2d-x v2 runtime up to date with the latest Spine exports. It didn't get batching though. Only cocos2d-x v3 has batching across scene graph nodes. Someday it would be nice to support a single cocos2d-x version!
As a double KS backer, you've done plenty. Just spreading the good word is great!
I m new to programing. is it the right place for me to know about programming
Is there a CocosSharp runtime that works with these changes?