axmol/README.md

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<p align="center"><a href="https://axmolengine.github.io/axmol" target="_blank" rel="noopener noreferrer"><img width="160" src="docs/logo.png" alt="axmol logo"></a></p>
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# Axmol Engine
## A Multi-platform Engine for Desktop, XBOX (UWP) and Mobile games. (A fork of Cocos2d-x-4.0)
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[![PRs Welcome](https://img.shields.io/badge/PRs-welcome-blue.svg)](https://github.com/axmolengine/axmol/pulls)
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**[简体中文](README_CN.md)**
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## Supported Platforms
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- Windows(win32,winuwp,win32-clang)
- Linux
- macOS
- Android
- iOS/tvOS
- WASM `experimental`
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## Building
View the [Dev setup instructions](docs/DevSetup.md).
## Axmol WebAssembly preview
https://axmol.netlify.app/
## Renderer Backends
- Metal for macOS and iOS
- OpenGL 3.3+ for Linux, macOS and Win32
- OpenGL ES 2.0+ for Android
- OpenGL ES 3.0+ for iOS
- ANGLE GLES 3.0+ for Win32 and UWP
- WebGL 2.0(OpenGL ES 3.0): WASM (experimental)
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## New MediaPlayer
The new `ui::MediaPlayer`(renamed from `ui::VideoPlayer`) render video as Texture2D with designed corss-platform MediaEngine, the MediaEngine inspired from microsoft
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media foundation `IMFMediaEngine`, the `MediaPlayer` support all native platforms.
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| Target Platform | Video Compress Format | Video Pixel Format | Container Format | Backend |
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|-----------------------|-----------------------|----------------------|----------------- |--------------------|
| Windows Desktop | H264, HEVC, VP90 | YUY2, NV12, RGB32 | .mp4,.mkv,.webm | IMFMediaSession |
| Windows UWP | H264, HEVC, VP90 | BGR32 | .mp4,.mkv,.webm | IMFMediaEngine |
| Apple macOS | H264, HEVC(hvc1) | NV12, BGR32 | .mp4 | AVFoundation |
| Apple tvOS | H264, HEVC(hvc1) | NV12, BGR32 | .mp4 | AVFoundation |
| Apple iOS | H264, HEVC(hvc1) | NV12, BGR32 | .mp4 | AVFoundation |
| Android | H264, HEVC | NV12 | .mp4,.mkv,.webm | ExoPlayer2 |
| Linux | H264, HEVC | NV12 | .mp4,.mkv,.webm | libVLC |
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| WASM | NA | NA | NA | NA |
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## Highlighted Features
- WebAssembly support(experimental) by @nowasm
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- Windows UWP support, refer to: https://github.com/axmolengine/axmol/pull/1108
- Add apple M1, android x64 support, contributed by @pietpukkel
- Improve windows workflow, support linking with engine prebuilt libs, read [windows workflow guide](https://github.com/axmolengine/axmol/issues/564)
- Windows video player support (based on microsoft media foundation)
- Windows x64 build support
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- Reimplement HttpClient based on yasio for concurrent http requests processing.
- ['Upstream-Version-License'](thirdparty/README.md) Third-party
- Third-party license overview for easier publishing of your commercial apps based on axmol framework.
- Some links to third party libs which support axmol too.
- ['Upstream-Version-License'](extensions/README.md) Extensions
- Extensions license overview for easier publishing of your commercial apps based on axmol framework.
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- Spine support
- ```FairyGUI``` support
- DragonBones support
- Live2D support
- **ImGui integrated, easy to write game embedded tools, very easy to use, read [ImGui](extensions/ImGui/README.md) for more info**
- Refactor AudioEngine, OpenAL for all platforms
- [OpenAL Soft](https://github.com/kcat/openal-soft), pass -DAX_USE_ALSOFT=ON to cmake to force enabling it
- [OpenAL.framework](https://opensource.apple.com/tarballs/OpenAL), if no ```AX_USE_ALSOFT``` option specified, cmake script will choose it on osx/ios/tvos, even though it was marked as deprecated, but still available.
- Refactor UserDefault with [mio](https://github.com/mandreyel/mio)
- Modularize all optional extensions, move from engine core folder to an extensions folder
- Implement all .wav formats supported by ```OpenAL Soft```, such as MS-ADPCM, ADPCM, ...
- Use a modern GL loader ```Glad```
- Google [angle](https://github.com/google/angle) renderer backend support
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- IOS/TVOS SDK 11.0 as minimal deployment
- Use fast pugixml
- Use [curl](https://github.com/curl/curl) for transferring data with URL syntax
- Use SAX parser for all plist files
- ASTC 4x4/6x6/8x8 support (if hardware decoding is not supported, then software decoding is used)
- ETC2 RGB/RGBA support (if hardware decoding is not supported, then software decoding is used)
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- Supported 2D physics engines (see also [2D-Physics-Engines-informations](https://github.com/axmolengine/axmol/wiki/2D-Physics-Engines-informations)):
- Box2D
- Box2D-optimized
- Chipmunk2D
- Supported 3D physics engines:
- Bullet Physics SDK
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[Read Full changes since cocos2d-x-4.0](CHANGELOG.md)
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Open [wiki](https://github.com/axmolengine/axmol/wiki) for additional information and see [Milestones](https://github.com/axmolengine/axmol/milestones) for planed features too.
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## Reference links
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- [1kiss](https://github.com/simdsoft/1kiss): A cross-platform one step build powershell script with auto setup general dependent tools
- [axmolengine/glslcc](https://github.com/axmolengine/glslcc): A fork of glslcc for axmol new shader workflow tool
- [Interesting related](https://github.com/axmolengine/axmol/discussions/694)
- [Axmols contributing guide](https://github.com/axmolengine/axmol/discussions/411)
- [Official Cocos2d-x](https://github.com/cocos2d/cocos2d-x)
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`If Axmol Engine helped you please consider adding a star on GitHub. This means a lot to the authors.`
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## The axmol Active Stats
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![Alt](https://repobeats.axiom.co/api/embed/6fcb8168a3af91ba9e797a1f14a3c2edc42ac56a.svg "Repobeats analytics image")