Has anyone successfully implemented the Cocos2D Objective-C Spine runtime in a Swift project? If so, is there an example project? And if not, would it be difficult to implement?
We are using Spine in a cross platform mobile project, but the iOS app is and will be written in Swift 3.0. There are a few unofficial Swift runtimes, but they are using Apple's SpriteKit and don't support meshes and possibly other major Spine features.
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Using the spine-cocos2d-objc runtime from Swift should be as simple as using any other ObjC code from Swift. Haven't tried it myself as I'm not to familiar with the interop, but from what I read it should be pretty much seamless. Let us know if you run into issues!
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I don't know about it, but I want to popularize Swift, so check this: https://www.cleveroad.com/blog/swift-vs-objective-c--what-is-the-best-language-for-ios-development-
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Guys, have you successfully implemented cocos2d-objC yet? I found no article to integrate it into our existing project
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