The Cocos2D team is extremely excited to announce the 3.3 beta release - this is a large release, and we’ve been working hard on it for the past few months. Here’s a preview of what’s inside:
Metal renderer - We have a working basic renderer that takes advantage of the speed and performance optimizations built into Apple’s new Metal API. We’ve already seen moderate to significant performance gains using Metal compared with OpenGL, particularly for unbatched sprite rendering. Please note that the Cocos2D Metal renderer is only available for iOS 8 devices which have compatible hardware, and CCEffects support for Metal is still in progress. Check out this wiki page for full instructions on using the Metal renderer.
Packages - We’re extending the packages feature released in SpriteBuilder 1.2 to enable a flexible, powerful system for delivering game resources dynamically. With CCPackageManager, devices can detect and load packages from a server (for example) to change the assets used in the game on the fly. This can be useful for delivering different assets based on time-sensitive promotions, device specs, etc., and can improve player engagement and the gameplay experience. Check out this wiki page for more information.
Android - We’ve made many changes to better support cross-compiling Cocos2D code to Android. Cocos2D is now optimized to use the SpriteBuilder Android Plugin (currently in public beta), an add-on which allows you to build, run, and debug for Android from Xcode. Please see the /beta page and the Android Plugin documentation for more details.
To download Cocos2D-Swift 3.3 beta, please install the SpriteBuilder 1.3 beta client.