Home Database Mysql Tutorial Zynga工程师 Ricardo Quesada:Cocos2d的过去,现在与未来

Zynga工程师 Ricardo Quesada:Cocos2d的过去,现在与未来

Jun 07, 2016 pm 03:13 PM
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Zynga工程师 Ricardo Quesada今天的演讲主题是Cocos2d的过去,现在与未来。Ricardo Quesada从美国远道而来,为国内的游戏开发者带来了一场精彩的现场演讲。他说,在2005-2007年之间,是Cocos2d-x发展的黄金阶段,被国外的游戏开发者视为最有潜力的游戏引擎。

Zynga工程师 Ricardo Quesada今天的演讲主题是Cocos2d的过去,现在与未来。Ricardo Quesada从美国远道而来,为国内的游戏开发者带来了一场精彩的现场演讲。他说,在2005-2007年之间,是Cocos2d-x发展的黄金阶段,被国外的游戏开发者视为最有潜力的游戏引擎。Cocos2d的起源来自于2005年的时候,当时有一个朋友跟我一起探讨Cocos2d,当时我们在做一个小游戏。我们当时的想法是来设计一个游戏,在一周内完成这个游戏。当时在05、06、07年我们设计了大概5—7类这样的游戏,每一次设计一个新游戏的时候都是从头开始,而没有说一个游戏一个引擎,第二个游戏用第一个游戏的引擎,每个引擎都是从头开发的,这是不容易的。在08年的时候五,我们在阿根廷决定基于以前开发的经验,把我们的经验和技术进行整合。所以,Cocos2d原来的名称不是这个,这是08年我们设计Cocos2d原始班子的情况。08年3月份正式出版了第一版的Cocos2d,就是把LosCocos更名为Cocos2d,当时就把我们的成果在有关游戏的大会上进行展示,有在芝加哥的会议,同时在欧洲的PyCon的大会上我们也有展示。所以,当时我们的LOGO是“一个在跑的Cocos”。

因为08年乔布斯当时也公布了iPhone游戏介入的想法,当时就决定抓住商机,在08年6月份宣布跟iPhone平台进行接轨,第一个iPhone接入的平台是0.1版本,是在08年6月份公布的。截止到08年12月,大概有超过40种游戏销售。09年我们再一次介入,设计全世界Cocos2d的编辑器。我们用Cocos2d来编入,基于Cocos2d的编辑器,你看到的就是你写到的。Cocos2d跨平台的使用开始显现出来,我们跟当地绑定的模式,还有基于JAVA的模式,我们也改变了Cocos2d的LOGO。我们的游戏在美国的销售量是第一的。

Zynga工程师 Ricardo Quesada:Cocos2d的过去,现在与未来

图:Zynga工程师 Ricardo Quesada

在2010年的时候又有一个大的举措,就是把Cocos2diPhone接入到Mac,设计一个世界级的编辑器。原来的想法是创建一个类似于09年Cocos2diPhone世界的编辑器,游戏开发商在逐渐的追捧Mac,所以当时对于Mac开发的游戏有集成的特征。

Cocos2d-x是支持C++,是跨平台支持,支持iOS和Android,支持JAVA脚本。还有更多的工具供大家使用,比如说关于图片的编辑器,还有文本的编辑器。另外,基于Books,我们有培训的资源,包括书籍,有一些书一个篇章涉及了Cocos2d的技术,我们有很多的培训课程、教材、样本、实例跟大家分享。2011年有一个新的发展,我们开发了一个集成式的编辑器出现在市场,包括CocoShop、CocosBuilder。另外我们出现一个OX的平台,是跨多编辑系统的平台,它有一个好处就是易于编写和跨多个平台的特征。

今年Cocos2d-XNA也出现了,是支持Windows的平台,而且是在Cocos2d-x的基础上开发的。它还是早期的开发阶段,它是支持JAVA脚本的工具。我刚才讲了Cocos2d的历史情况,现在看一下它目前的状况。

今天我们有Cocos2d-x,Cocos2d有很多的应用,我们知道有游戏、互动式的书记、照片、图片的应用。官方数据保险估计,目前Cocos2d总的用量应该在3500万以上。这是Cocos2d的family,我们有Cocos2d的iPhone,下面有很多的孩子,有Cocos2d-x和Cocos2d-xna。看我们引擎现在的情况,有更加稳定的引擎,包括Cocos2diPhone和Cocos2d-x,还有之前的Cocos2d-html5,还有跟JAVA脚本绑定的Cocos2d。我们有非常好的编辑器,而且它们都是独立的编器,比如说精灵编辑器,力子编辑器、文字编辑器、地图编辑器。我们有集成式的编辑器,叫CocosBuilder,支持Cocos2d-x,目前还没有文本的支持。我们现在有Cocos2d-x的版本,但是还没有Cocos2d-x iPhone版本,目前还在研究阶段。

现在我们有两个比较稳定的,而且比较便携的宽平台的引擎,像索尼和其他公司也在使用Cocos2d的引擎,现在看一下市场上还有什么样的需求。我们还有相关的一整套的工具,我们的引擎比较好,但是还不够好,因为我们跟很多的游戏开发者,包括跟Cocos2d社区的参与者沟通过,他们觉得不错,但是还有待提高。当时我跟游戏开发商沟通的时候,他们最需要的是什么呢?第一,游戏开发的时候要快;第二游戏质量要好;第三我需要的是圆形的工具。大家的第一个顾虑是希望游戏开发的时间希望更快,希望我们给大家提起更好的编辑器,开发更加便捷,生成数据的速度更快。另外,比编码更快,因为数据跟编码相比是可移动可便携的。同时,关于开发时间的问题,我们希望能够给大家提供较好的语言,比如说Javascript,或者用自己比较原始的脚本语言去开发,而且还可以选择JAVA脚本绑定,跟你原始的脚本绑定结合在一起开发游戏。另外,对游戏的质量关注点,我想跟大家说的,我们能为大家提供更好的编辑器,这个编辑器可以盛很多的数据,而不是更多的编码,因为编码更少就意味着更少的干扰。圆形工具的要求,我想做这样的回应,我们希望可以提供更多的脚本语言加上编辑器,这样可以使你们更加迅速的测试你们的想法,如果你觉得这个想法不好的话,可以很快的离弃,同时可以更快的推进你们认为更好的想法。

2012年Cocos2d所设计的产品的特征是这样的:JAVA脚本的绑定现在有了Cocos2d-x,还有Cocos2d-iPhone,这个目前我们在研究阶段。但是我们的目标是对于Cocos2d-x、Cocos2d-iPhone、Cocos2d-HTML5都有同样的绑定。我们可以100%用JS的游戏,上面用的是Cocos2d-x,如果你想转变的只需要用不同的引擎来实现就好了。就这个编辑器叫CocosBuilder,同时它可以支持Cocos2d、支持iOS、支持HTML5。

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