2020-10-24 21:57:36 +08:00
# Engine-x
2020-11-15 17:56:03 +08:00
[![dev ](https://img.shields.io/badge/v1.0.0-alpha19-yellow.svg )](https://github.com/c4games/engine-x/releases)
[![LICENSE ](https://img.shields.io/badge/license-MIT-blue.svg )](https://github.com/c4games/engine-x/blob/master/LICENSE)
2020-10-24 21:57:36 +08:00
[![Android Build Status ](https://github.com/c4games/engine-x/workflows/android/badge.svg )](https://github.com/c4games/engine-x/actions?query=workflow%3Aandroid)
[![iOS Build Status ](https://github.com/c4games/engine-x/workflows/ios/badge.svg )](https://github.com/c4games/engine-x/actions?query=workflow%3Aios)
[![Windows Build Status ](https://github.com/c4games/engine-x/workflows/win32/badge.svg )](https://github.com/c4games/engine-x/actions?query=workflow%3Awin32)
[![Linux Build Status ](https://github.com/c4games/engine-x/workflows/linux/badge.svg )](https://github.com/c4games/engine-x/actions?query=workflow%3Alinux)
[![macOS Build Status ](https://github.com/c4games/engine-x/workflows/osx/badge.svg )](https://github.com/c4games/engine-x/actions?query=workflow%3Aosx)
2020-10-24 18:41:20 +08:00
2020-11-18 18:18:07 +08:00
**This is another more radical fork of *Cocos2d-x-4.0* , use OpenAL for all platforms, single texture multi GPU texture handler, C++ 14/17 and some more (see 'Highlight Features' for more info).**
2019-11-25 10:23:47 +08:00
2020-08-04 11:23:36 +08:00
**[简体中文](README_CN.md)**
2020-08-03 19:17:26 +08:00
2020-11-19 14:34:08 +08:00
### Purpose Summary
2020-11-18 18:18:07 +08:00
* C++ 14/17
2020-09-01 15:16:01 +08:00
* Focus on native game dev (quick starting, easy to use, fast)
2020-08-20 09:11:08 +08:00
* Bugfixes ASAP
2020-09-01 15:16:01 +08:00
* Usefull PRs from **you** are welcome (review/merge ASAP)
2020-08-04 16:48:47 +08:00
2020-11-19 14:34:08 +08:00
### Highlight Features
2020-11-19 15:40:49 +08:00
* **More clearly third-party libs ['Upstream-Version-License' ](external/README.md ) for easy to publish your commercial apps based on engine-x**
2020-08-15 18:17:03 +08:00
* Refactor AudioEngine, OpenAL for all platforms
2020-11-26 14:23:28 +08:00
* [OpenAL Soft ](https://github.com/kcat/openal-soft ), pass -DBUILD_EXT_ALSOFT=ON to cmake to force enable it
2020-08-20 09:11:08 +08:00
* [OpenAL.framework ](https://opensource.apple.com/tarballs/OpenAL ), if no ```BUILD_EXT_ALSOFT``` option specified, cmake script will choose it on osx/ios, even through it was mark as deprecated, but still available.
2020-09-01 15:16:01 +08:00
* Refactor UserDefault with [mio ](https://github.com/mandreyel/mio )
2020-09-22 18:14:39 +08:00
* Modularize all optional extension, move from engine core to folder extensions
2020-11-26 14:27:47 +08:00
* Implement all .wav formats supported by ```OpenAL Soft```, such as MS-ADPCM, ADPCM, ...
2020-11-26 14:23:28 +08:00
* Use modern GL loader ```Glad```
2020-11-19 14:34:08 +08:00
* Google [angle ](https://github.com/google/angle ) renderer backend support
2020-11-18 18:18:07 +08:00
* C++ 14 standard
2020-08-24 15:34:38 +08:00
* IOS SDK 9.0 as minimal deployment
2020-09-22 18:14:39 +08:00
* Use fast pugixml
2020-11-19 14:34:08 +08:00
* Use [curl ](https://github.com/curl/curl ) for transferring data with URL syntax
2020-09-01 15:16:01 +08:00
* Use SAX parser for all plist file
2020-08-05 18:45:21 +08:00
* Spine-3.8 support
2020-11-19 14:34:08 +08:00
* Extension ```FairyGUI``` support
* ASTC 4x4/6x6/8x8 support (if hardware decoder not present, use software decoder)
* ETC2 RGB/RGBA support (if hardware decoder not present, use software decoder)
2020-09-08 15:53:56 +08:00
* **ImGui integrated, easy to write game embedded tools, very ease to use, please read [ImGuiEXT ](extensions/ImGuiEXT/README.md )**
2019-11-25 10:22:58 +08:00
2020-11-19 14:34:08 +08:00
### [Roadmap](issues/1)
2020-11-19 13:48:12 +08:00
2020-11-19 14:18:00 +08:00
### Quick Start
2020-12-02 19:03:05 +08:00
Open [Wiki ](https://github.com/c4games/engine-x-wiki ) for additional information too.
2020-11-19 14:34:08 +08:00
#### Common Requirement [Python](https://www.python.org/downloads/)
* Python-2.7.17+, Python-3.7+
2020-08-05 18:31:24 +08:00
2020-10-22 16:58:56 +08:00
#### Prerequisites
2020-10-24 21:57:36 +08:00
1. Enter ```engine-x``` root directory
2020-11-16 22:38:59 +08:00
2. Run ```python setup.py```, restart console after finish
2020-10-22 16:58:56 +08:00
2020-08-04 11:23:36 +08:00
#### Windows
2020-10-22 11:35:52 +08:00
1. Install [CMake ](https://cmake.org/ ) 3.14+
2020-11-19 14:34:08 +08:00
2. Install Visual Studio 2019 build (it's strong recommend you use this version)
3. Execute follow command at command line (Console, Window Terminal or Powershell)
2020-08-04 11:23:36 +08:00
```bat
2020-10-24 21:57:36 +08:00
cd engine-x\
2020-08-04 11:23:36 +08:00
cmake -S . -B build -G "Visual Studio 16 2019" -A Win32
```
2019-11-25 10:22:58 +08:00
2020-08-04 11:23:36 +08:00
#### Android
2020-08-17 19:09:54 +08:00
1. Install Android Studio 4.0+
2020-08-06 15:45:59 +08:00
2. When first start Android Studio, It will guide you to install sdk and other tools, just install them
2020-10-24 21:57:36 +08:00
3. Start Android and choose [Open an existing Android Studio Project] to open ```engine-x\tests\cpp-tests\proj.android```
2020-08-06 15:45:59 +08:00
4. Start Android Studio and Open [Tools][SDKManager], then switch to ```SDK Tools```, check the ```Show Package Details```, choose follow tools and click the button ```Apply``` to install them:
2020-10-25 19:12:13 +08:00
* Android SDK Platform 29 r5
2020-08-17 19:09:54 +08:00
* Android SDK Build-Tools 29.0.2
2020-08-09 22:41:06 +08:00
* NDK r16b+
2020-10-25 19:12:13 +08:00
* CMake 3.10+
2020-08-06 15:45:59 +08:00
5. Waiting for ```Gradle sync``` finish.
2020-08-20 09:11:08 +08:00
6. Remark: If you use non-sdk provided CMake edition, you need download ```ninja``` from https://github.com/ninja-build/ninja/releases, and copy ```ninja.exe``` to cmake's bin directory
2020-02-07 17:17:50 +08:00
2020-08-04 11:23:36 +08:00
#### iOS
2020-10-25 19:12:13 +08:00
1. Ensure xcode11+ & [cmake3.14+ ](https://github.com/Kitware/CMake/releases ) installed, install cmake command line support: ```sudo "/Applications/CMake.app/Contents/bin/cmake-gui" --install```
2020-08-27 12:51:35 +08:00
2. Execute follow command
2020-02-12 16:58:47 +08:00
```sudo xcode-select -switch /Applications/Xcode.app/Contents/Developer```
2020-08-27 12:51:35 +08:00
3. Generate xcode project
2020-02-12 16:58:47 +08:00
```sh
2020-11-11 17:36:09 +08:00
# for any device
2020-08-24 16:26:12 +08:00
cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=cmake/ios.mini.cmake
# for device combined armv7,arm64
2020-08-24 16:28:55 +08:00
# cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=cmake/ios.mini.cmake "-DCMAKE_OSX_ARCHITECTURES=armv7;arm64"
2020-08-24 16:26:12 +08:00
# for simulator x86_64
2020-11-08 13:12:06 +08:00
# cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=cmake/ios.mini.cmake -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
2020-02-12 16:58:47 +08:00
```
2020-08-27 12:51:35 +08:00
4. After cmake generate finish, you can open xcode project at ```build``` folder and run cpp-tests or other test targets.
5. Notes
2020-11-19 14:34:08 +08:00
- **The code sign required to run ios app on device, just change bundle identifier until the auto manage signing solved**
- **engine-x only provide armv7, arm64, x86_64 prebuilt libraries for ios**
2020-06-19 18:26:24 +08:00
2020-11-16 13:46:24 +08:00
### Notes
2020-11-19 14:34:08 +08:00
* ThreadLocalStorage (TLS)
2020-11-16 13:46:24 +08:00
- ios x86 simulator ios>=10 and engine-x no longer provide x86 libraries
2020-11-19 14:34:08 +08:00
- ios x64 or devices (armv7, arm64) ios sdk>=9.0
2020-11-26 14:23:28 +08:00
- the 'OpenAL Soft' maintained by kcat use TLS
2020-07-21 23:06:01 +08:00
2020-08-04 11:23:36 +08:00
### Reference links
2020-11-19 14:34:08 +08:00
* Official Cocos2d-x: https://github.com/cocos2d/cocos2d-x