Abstract
In more than two years of working with cocos2d, I found plenty of opportunity and need to improve the cocos2d development work flow by adding helpful code snippets, extending cocos2d classes, enabling easier cross-platform development, automating often-repeated tasks, simplifying the cocos2d upgrade process, and providing complete and accurate documentation. Eventually, this culminated in the inception of Kobold2D, a game engine that’s still very much based on cocos2d-iphone but improves the work flow for cocos2d developers.
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© 2012 Steffen Itterheim and Andreas Löw
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Itterheim, S., Löw, A. (2012). Kobold2D Introduction. In: Learn cocos2D 2. Apress, Berkeley, CA. https://doi.org/10.1007/978-1-4302-4417-2_16
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DOI: https://doi.org/10.1007/978-1-4302-4417-2_16
Publisher Name: Apress, Berkeley, CA
Print ISBN: 978-1-4302-4416-5
Online ISBN: 978-1-4302-4417-2
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