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CloudBomber's Deformable Terrain in cocos2d-x

Posted: Wed Sep 25, 2013 2:54 am
by bojacob
I'm working on a game with cocos2d-x. I'm trying to achieve the same effect as CloudBomber, but looking at the code it seems ObjectiveC is used heavily for the sampler.

Is there anything available for C or C++ that I can use as a starting point? If so, I will happily buy a pro license.

Re: CloudBomber's Deformable Terrain in cocos2d-x

Posted: Wed Oct 16, 2013 1:19 am
by slembcke
So the CloudBomber demo would be pretty easy to replicate. CloudBomber renders to an offscreen GL render buffer, pulls the pixels using glReadPixels(), and re-marches the entire region. The only real benefit of the Objective-C version is that there is already code that hooks up all of the easy parts for you.

SpacePatrol is a bit different as there is the tile-cache class that helps conservatively re-march small, changed sections of the world instead of the entire world. The tile-cache doesn't have a C implementation yet.