Cocos2d v2.0 and OpenGL 2.0/1.0: where to start

Posted by mm24 on Game Development See other posts from Game Development or by mm24
Published on 2012-08-05T10:54:52Z Indexed on 2012/09/05 9:50 UTC
Read the original article Hit count: 236

Filed under:
|
|

I started developing my very first game 3 months ago using Cocos2d 2.0 for iPhone. I am now in the stage where I'd like to add some cool effects to the bullets and some special weapons (see my waveforms question here). I got a good answer in the cocos2d-iphone forum (see this one).

Unfortunately I am a bit paralized now. I don't know if I will be overdoing by learning OpengGL 2.0 or if I should just stick ot the old 1.0. There is a good intro on various tutorial's written in Steffen Itterheims blog (see this post).

I would like to add to my game:

  • a blur effect to the bullets (here is a tutorial for OpenGL 1.0)
  • a waveform (see above)
  • some realistic water ripples (here is a nice sample code)

So now, given that I don't want to overdo things but at the same time I want to achieve those effects, from where should I start? Should I discard the OpenGL 1.0 tutorials? OR should I use only OpenGL 1.0 code?

How can I avoid confusion? I mean, it seems that the compiler recognizes both, but that there are some conflictual calls in some circumnstances, I am fairly sure this has some explanation, is there some reference to this somewhere?

© Game Development or respective owner

Related posts about opengl

Related posts about cocos2d-iphone