Today, I’m very happy to announce we are making a Beta of Graphics 2.0 available to Corona SDK Pro and Enterprise subscribers!

Cinema-quality graphics in your pocket

Our goal with Graphics 2.0 was to enable you to produce cinematic-quality graphics in your mobile apps. We wanted to build a system that let you combine the elements of great visual effects — vector geometry, image processing, motion graphics.

I can’t tell you how many times I wished the graphics capabilities in Adobe Illustrator, Photoshop, and After Effects worked seamlessly as a single system, rather than as individual products that you had to switch between.

So when we built the Graphics 2.0 we designed everything to interoperate seamlessly.

For example, you’ll be able to create all sorts of polygon shapes (convex or concave). Fill the interior of the shape with whatever you want — images, gradients, frames of a texture atlas, and even procedurally-generated textures. And then do the same with strokes. Then apply any of over 80 Photoshop-quality effects, and tween the parameters of those effects to your heart’s content.

In coming weeks, we’ll be giving you more examples so you can really leverage the full expressive power of our new engine.

Video is not supported

Use a more recent browser version to see the cool animation of this sample app.

The crazy thing is we still have a ton of features we haven’t gotten to, like more complex mesh geometry and features that we’re still experimenting with, like feeding a live camera directly into any shape and bouncing those shapes around like physics objects.

Throughout all of this, we wanted to build a system that stayed true to the Corona way of doing things. A system that was designed to be simple as possible (with apologies to Einstein), but no simpler. A system that enabled you to achieve amazing visual effects without a Hollywood-sized budget. A system that lets you feel like you’re not just pushing pixels, you’re painting with light.

Ready to get started?

Okay, now it’s your turn to start playing with Graphics 2.0 – let us know what you think! Here’s what you need to know:

First, we have a special Graphics 2.0 Daily Build Page. If you’re a Corona SDK Pro or Enterprise subscriber, you should have permissions to access the page. And if you don’t have access, now’s a great time to upgrade!

(Windows users note that the MSI will install in a different folder called “Corona SDK – Graphics 2.0 Beta”.)

Next, head on over to our Graphics 2.0 Guide which talks about what’s new and touches on a few differences you need to be aware of.

Finally, we have a special Graphics 2.0 Forum for feedback!

[UPDATE: For bugs, please file a report, so we can properly manage, prioritize, and resolve duplicate issues.]

System requirements

Graphics 2.0 relies on proper GPU support, in particular OpenGL-ES 2.0.

That has implications for using the Corona Simulator on the desktop. Most modern Macs and PCs will easily surpass the OpenGL-ES 2.0 spec, but we live in the world of technology, where today’s state-of-the-art quickly becomes obsolete.

I mention this because there will be computers that do not have the right GPU horsepower to run the Corona Simulator. Same goes for virtual machine environments that do not fully virtualize the GPU of the host machine.

Beta quality

Keep in mind this is a Beta, so your mileage will vary. While a lot of pieces are mature, you will almost certainly encounter bugs. We’ll be actively monitoring the forums. In addition, we’ve compiled a list of known issues.

So given all this, it’s probably a little early to be shipping your app with Graphics 2.0. Of course, more power to you if you think everything works!

In the meantime, we’ll be polishing, polishing, polishing. We’ll be continuously refining this Beta until it becomes the next public release.


On next Monday’s (October 14) Corona Geek, I’ll be on to talk about Graphics 2.0 and will announce details on an upcoming contest. Hope you can join me!

See more here: 

Graphics 2.0 Public Beta