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  • Book Overview & Buying Cocos2d-x by example (update)
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Cocos2d-x by example (update)

Cocos2d-x by example (update)

By : Roger Engelbert
4.9 (10)
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Cocos2d-x by example (update)

Cocos2d-x by example (update)

4.9 (10)
By: Roger Engelbert

Overview of this book

If you are a game enthusiast who would like to develop and publish your own game ideas onto different app stores, this is the book for you. Some knowledge of C++ or Java is helpful but not necessary.
Table of Contents (14 chapters)
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13
Index

Chapter 5. On the Line – Rocket Through

In our third game, Rocket Through, we'll use particle effects to spice things up a bit, and we'll use DrawNode to make our own OpenGL drawings on screen. And be advised, this game uses quite a bit of vector math, but luckily for us, Cocos2d-x comes bundled with a sweet pack of helper methods to deal with that as well.

You will learn:

  • How to load and set up a particle system
  • How to draw primitives (lines, circles, and more) with DrawNode
  • How to use vector math helper methods included in Cocos2d-x
CONTINUE READING
83
Tech Concepts
36
Programming languages
73
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Cocos2d-x by example (update)
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