Response from the site administrator
Porting to C++11 (with STL, Cocos2d-x) will take several weeks, please be patient.
Get the early access version here at a 33% discount until October 30th:
The early access version of TilemapKit++ for Cocos2d-x is now available for 33% off! (until October 30th)
== Update Oct. 10th ==
v0.75 is released. This includes about 75% of the features and the most important ones are there. It has also been tested on Windows with Visual Studio.
I will begin adapting the ObjC model classes to use the C++ classes as the actual implementation. In that process I will port all the remaining little tidbits and once that's done this will be TK v1.0.
== Update Sep. 25th ==
Most "important" aspects are ported. So far, rendering of all map types and coord conversions seems okay. Still need to add object and image layers.
Getting rid of the "black line" artifacts needs more testing/research as the concepts used for SpriteKit/Cocos2d-objc don't seem to have an effect (could be a bug though).
== Update Sep. 19th ==
Rendering maps works. Ortho and Hex are implemented, Iso is to follow next.
== Update Sep. 16th ==
The reader and model classes are mostly complete, I decided to push back the optional data (terrain, tile anims, ...) in favor of getting something on the screen asap. This is the result: https://twitter.com/gaminghorror/status/644186463417069568
Aiming to launch an "early access" build for cocos2d-x in 2-3 weeks from now.
== Update Sep. 4th ==
Using pugixml to load TMX. Pugi makes the loader code a lot more straightforward to read and write, compared to NSXMLParser.
Map, tileset, tile layer loading and related C++ classes are done. I guess that's about half of it.