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updated to reflect chapter renumbering
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slackmoehrle committed Sep 8, 2014
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* Why choose Cocos2d-x vs other game engines
* Where to get help
* [Official Forums](http://http://discuss.cocos2d-x.org)
2. Jumping into Cocos2d-x (We are building a simple game, no explanation)

2. Basic Copncepts

3. Jumping into Cocos2d-x (We are building a simple game, no explanation)
* Installation - See appropriate Appendix
* Getting Started
* Creating Your First Scene
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* Building Complex Content Using Nodes
* Creating Nodes That Interact with Each Other

3. Sprite and Nodes
4. Sprite and Nodes
* What are Sprites
* Creating Sprites
* Creating a Textured Sprite
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* Anchor Point and Position
* SpriteSheets

4. Actions To Nodes
5. Actions To Nodes
* What are Basic Actions
* Animate
* Fade In/Out
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* Reverse
* Running Actions and Sequences

5. Building and Transitioning Scenes
6. Building and Transitioning Scenes
* What is a Scene?
* Creating a Scene
* Creating a Node Tree
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* Converting between coordinate systems
* Transitioning between Scenes

6. UI
7. UI
* Labels
* BMFont
* TTF
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* Scroll
* Layout

7. Other Node Types
8. Other Node Types
* TMX
* Particle
* Parallax
* Video

8. Event Dispatcher
9. Event Dispatcher
* What is the EventDispatch mechanism?
* responds to user events.
* The basics:
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* Registering event with the dispatcher
* Removing events from the dispatcher

9. 3D
10. 3D
* 3D Sprite
* 3D Actions
* 3D Animations
* Placeholders for: Lights, Shadows, Cameras

10. Lua
11. Lua
* call custom c++ from Lua
* bindings to c++
* subclassing
* Placeholders for: memory management, Debug a Lua Game

11. Services
12. Services
* other SDK's
* Plugin-X
* Placeholders - IAP, FB

12. Physics
13. Physics
* What options and why integrated physics engine
* Physics concepts
* Physics world, bodies
* Collision
* Examples

13. Advanced Topics
14. Advanced Topics
* Best Practice - optimization, memory, performance, profiling
* Sound
* SQLite
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