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Cocos2d – Past and Present

Ricardo Quesada

Ricardo Quesada was born in 1973 in Argentina. When he was 12 years old, his parents bought him a computer. That computer was the Commodore 64.

As soon as he started it up, much like other children, Ricardo put all his energy into playing games on the computer. But after several months, he bought a programming guide and began studying BASIC and programming a few games. Within two years, Ricardo was already studying Assembly.

On his Commodore 64, Ricardo created many games and dedicated the computer to programming, but after 6 years it was getting a bit outdated. Ricardo then chose an iAPX 286 as his new computer companion. After studying the programming language C for a few months, Ricardo used DOS to create a few game demos and a game editing program.

Of course, he did not settle there. Soon Ricardo began using Linux and programming for the operating system, using Assembly and converting it to C. Ricardo continued to use Linux for many years contributing new code to the operating system. When he studied C++ and Python with several friends later on in life, they had the chance to attend several large game contests.

When he went to university, Ricardo decided to study computer science. He studied computer security, computer processing, game programming, and many OpenGL methods.

The Birth of Cocos2D

In 2005, Ricardo and his friends began using Python to program games on a weekly basis. From 2005 to 2007, they created many different kinds of games. The remarkable part of all this was that each game used a fresh new game engine.

In February of 2008, they were nearby the Argentinean town of Córdoba in Los Cocos when they decided, in light of their experience, to use their technology to create and build a game engine team. After a month,  they had an engine ready that they named Los Cocos. After a month, the engine was in its first beta and they renamed the project to Cocos2d.

Logo Design by Michael Heald

The team’s project was presented at PyCon 2008 and EuroPython 2008. That year, Steve Jobs presented the iPhone as a game device, and Ricardo’s team decided to grab the new opportunity presented by this market. In June of 2008, they announced that they would use the iPhone platform for their engine, and that same month they began using the Objective-C language to compile Cocos2d for the iPhone. By the end of 2008, more than 40 games were already using Cocos2d for their games on the App Store.In 2009, the team designed what they called the Cocos2d-Python editing platform, which proved to be very profitable. At that time, every Cocos2D platform, and indeed every other of their platforms began to come into the fore.

They now have ShinyCocos (Ruby based), Cocos2d-Android (Java based), and cocosNet (Mono based). In addition, England’s famous designer Michael Heald has designed a new logo for them, which is displayed below.

Cocos2d now has a large community of developers that has created such tools as Zwoptex and Particle Designer. Particle Designer’s function in particular is incredibly effective, allowing developers to see results in 2 hours or less. StickWars, for instance, was developed using Cocos2d and these tools.In 2010, the Cocos2d team took some even greater strides in the market by transferring Cocos2d-iPhone to the Mac. The purpose of this step was to conveniently promote worldwide game creation. It looks like they might make this a reality.

Translated from MobiSights CN. Original article can be accessed here.

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  1. daniele123 says:

    just a note, it is called cocos2d not Cocos2D. and a typo, you wrote “Commodore 65” :D

    1. Calvin Smith says:

      Thanks for clarifying it and catching that!

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