• Obj-c runtime

Hi Nate,

This other guy seems to be giving you a hard time on the cocos-2d thread. I haven't finished my obj-c runtime yet, but you are quite welcome to it when I have finished. It's based very heavily on the old cpp runtime, but uses mutable arrays for everything and is pretty neatly done. Uses apples built in JSON support too.

I can give you what I have now if you wanted to take a look. Reading the forums is just annoying me after all you have done 🙁

Let me know what you think
Cheers,
Jas (lazrhog)

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Hi Jas,

Yeah those two guys are being quite rude. They have both now been banned for harassment, name calling, cussing, etc. We just don't need that sort of rudeness in the community. I don't like banning people and I tried to let it go without it, but I'm just tired of their nonsense. The same guy tried to stir up support on the cocos2d forum and his thread was locked and his silly video censored:
http://www.cocos2d-iphone.org/forum/topic/320965
It's pretty disappointing so many people over there seemed to agree with him, but there is not much I can do.

One thing I'm concerned with is trying to reduce the amount of code that I need to maintain. I have 12 separate projects now and it will be 16+ soon. Fixing a bug or implementing a new feature is a significant effort to make the changes in all the right places and test them. If I can avoid supporting another codebase, I would like to do so. The reason is less work, less code which means less bugs, more eyes on the same code, etc. I don't mean to sound lazy


of course I weigh the benefits and if it is worthwhile and it makes sense, then I'll go for supporting the additional codebase.

So far for ObjC no one has presented a compelling argument for why the C API is not good enough for use with cocos2d. I understand it is ideal to use an ObjC API in an ObjC application, but the C API seems like a reasonable alternative to me. I've consulted others, such as Birkemose (the mod that locked the thread linked above) and they say a C API is ok for use in cocos2d. It would be a lot of effort to wrap the C API in ObjC. If it were easier I would do it, but it isn't and so far I'm not convinced it is worth spending my time on it.

Thanks for your offer. 🙂 I would rather not have another runtime to support, but I would gladly link to your project on the Spine runtime page!

-Nate

Lazrhog wrote

Hi Nate,

This other guy seems to be giving you a hard time on the cocos-2d thread. I haven't finished my obj-c runtime yet, but you are quite welcome to it when I have finished. It's based very heavily on the old cpp runtime, but uses mutable arrays for everything and is pretty neatly done. Uses apples built in JSON support too.

I can give you what I have now if you wanted to take a look. Reading the forums is just annoying me after all you have done 🙁

Let me know what you think
Cheers,
Jas (lazrhog)

I absolutely agree. The C runtime is perfectly good for everyone. I was starting to think that these runtimes must be starting to be a bit of a headache for you.

When I reach a suitable point I will release it as a third party custom runtime and then if someone wants to customise it for their own project, it shouldn't be too hard.

Negativity, when you are working real hard to make something a success is very draining. I know that only too well 🙁. So keep your chin up, safe in the knowledge you are making a good thing ! (and start thinking about holding some stuff back for paid updates like TexturePacker does)

(and stop wasting time on big message replies to me 🙂)

Cheers
Jas