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# Axmol Game Engine
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[![Windows Build Status ](https://github.com/axmolengine/axmol/actions/workflows/windows-ci.yml/badge.svg )](https://github.com/axmolengine/axmol/actions/workflows/windows-ci.yml)
[![Android Build Status ](https://github.com/axmolengine/axmol/workflows/android/badge.svg )](https://github.com/axmolengine/axmol/actions?query=workflow%3Aandroid)
[![iOS Build Status ](https://github.com/axmolengine/axmol/workflows/ios/badge.svg )](https://github.com/axmolengine/axmol/actions?query=workflow%3Aios)
[![tvOS Build Status ](https://github.com/axmolengine/axmol/workflows/tvos/badge.svg )](https://github.com/axmolengine/axmol/actions?query=workflow%3Atvos)
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**This is another more radical fork of *Cocos2d-x-4.0* , it has Full Support OpenAL for all platforms, single texture multi GPU texture handler, C++ 17 and more! (see 'Highlighted Features' for more info).**
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### View code with vscode online:
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- [![github1s ](https://img.shields.io/badge/github1s-green.svg )](https://github1s.com/axmolengine/axmol)
- [![vscode.dev ](https://img.shields.io/badge/vscode.dev-green.svg )](https://vscode.dev/github/axmolengine/axmol)
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**[简体中文](README_CN.md)**
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### Purpose Summary
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* C++ 17/20 (C++20 VS2022 64bit Windows 11 tested)
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* Focuses on native game dev (easy to use, fast deployment, intuitive)
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* Bugfixes ASAP
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### Thirdparty
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* All thirdparty prebuilt libs are built from https://github.com/axmolengine/buildware via github actions automatically.
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### Highlighted Features
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* Add apple M1, android x64 support, contributed by @pietpukkel
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* Improve windows workflow, support linking with engine prebuilt libs, read [windows workflow guide ](https://github.com/axmolengine/axmol/issues/564 )
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* Windows video player support (based on microsoft media foundation)
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* Windows x64 build support
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* Reimplement HttpClient based on yasio for concorrent http requests processing.
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* ['Upstream-Version-License' ](thirdparty/README.md )
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* 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.
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* Extensions having own license as part of there package.
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* Refactor AudioEngine, OpenAL for all platforms
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* [OpenAL Soft ](https://github.com/kcat/openal-soft ), pass -DAX_USE_ALSOFT=ON to cmake to force enabling it
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* [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.
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* Refactor UserDefault with [mio ](https://github.com/mandreyel/mio )
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* Modularize all optional extensions, move from engine core folder to an extensions folder
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* Implement all .wav formats supported by ```OpenAL Soft```, such as MS-ADPCM, ADPCM, ...
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* Use a modern GL loader ```Glad```
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* Google [angle ](https://github.com/google/angle ) renderer backend support
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* C++ 17/20
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* IOS/TVOS SDK 9.0 as minimal deployment
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* Use fast pugixml
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* Use [curl ](https://github.com/curl/curl ) for transferring data with URL syntax
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* Use SAX parser for all plist files
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* Spine-3.8 support
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* Extension ```FairyGUI``` support
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* 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 [APPENDIX.md ](APPENDIX.md )):
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* Box2D
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* Box2D-optimized
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* Chipmunk2D
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* Supported 3D physics engines:
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* Bullet Physics SDK
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* **ImGui 1.87 integrated, easy to write game embedded tools, very easy to use, read [ImGui ](extensions/ImGui/README.md ) for more info**
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[Read Full changes since cocos2d-x-4.0 ](CHANGELOG )
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Open [APPENDIX.md ](APPENDIX.md ) for additional information and see [Milestones ](https://github.com/axmolengine/axmol/milestones ) for planed features too.
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### Quick Start
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#### Common Requirement [Python](https://www.python.org/downloads/)
* Python-2.7.17+, Python-3.7+
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#### Prerequisites
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1. Enter ```axmol``` root directory
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2. Run ```python setup.py```, restart the console after it has finished for environment variables to take effect
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#### Windows (64/32 bit Visual Studio 2019/2022)
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1. Install [CMake ](https://cmake.org/ ) 3.14+
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2. Install Visual Studio 2019/2022 (it's recommended that you only use these versions)
3. Execute the following commands in a command line (Console, Window Terminal or Powershell)
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```cd axmol ```
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- for 32 bit Visual Studio 2019:
```cmake -S . -B build -G "Visual Studio 16 2019" -A Win32```
- for 64 bit Visual Studio 2019:
```cmake -S . -B build -G "Visual Studio 16 2019" -A x64```
- for 32 bit Visual Studio 2022:
```cmake -S . -B build -G "Visual Studio 17 2022" -A Win32```
- for 64 bit Visual Studio 2022:
```cmake -S . -B build -G "Visual Studio 17 2022" -A x64```
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- C++20 support: 32 bit Visual Studio 2022:
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```cmake -B build_C++20 -DCXX_STD=20 -G "Visual Studio 17 2022" -A Win32```
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- C++20 support: 64 bit Visual Studio 2022:
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```cmake -B build_C++20 -DCXX_STD=20 -G "Visual Studio 17 2022" -A x64```
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Build excecutable in a command line (e.g. cpp-tests):
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```msbuild .\build\axmol.sln -target:cpp_tests -maxCpuCount```
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Build with C++20 as standart
```msbuild .\build_C++20\axmol.sln -target:cpp_tests -maxCpuCount```
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#### Improve 'Visual Studio' workflow, support linking with engine prebuilt libs
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See [windows workflow guide ](https://github.com/axmolengine/axmol/issues/564 )
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#### Android
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##### With Android Studio
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1. Install Android Studio 2021.1.1+
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2. When starting Android Studio for the first time, It will guide you to install the SDK and other tools, just install them
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3. Start Android and choose [Open an existing Android Studio Project] and select ```axmol\tests\cpp-tests\proj.android```
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4. Start Android Studio and Open [Tools][SDKManager], then switch to ```SDK Tools```, check the ```Show Package Details```, choose the following tools and click the button ```Apply``` to install them:
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* Android SDK Platform 33
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* Android Gradle Plugin (AGP) 7.2.2
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* Android SDK Build-Tools 30.0.3 match with AGP
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* Gradle 7.4.2
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* NDK r23c+
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* CMake 3.22.1+
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5. Wait for ```Gradle sync``` finish.
6. Note: If you use non-sdk provided CMake edition, you will need to download ```ninja``` from https://github.com/ninja-build/ninja/releases, and copy ```ninja.exe``` to cmake's bin directory
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##### Without Android Studio
1. Download command-tools from https://developer.android.com/studio#command-tools
2. Install Android devtools (for example in windows)
```bat
# unzip command-tools at D:\dev\adt\
# Install android devtools
cd D:\dev\adt\
mkdir sdk
.\cmdline-tools\bin\sdkmanager.bat --verbose --sdk_root=D:\dev\adt\sdk "platform-tools" "cmdline-tools;latest" "platforms;android-33" "build-tools;30.0.3" "cmake;3.22.1" "ndk;23.2.8568313"
set ANDROID_HOME=D:\dev\adt\sdk
# Goto xxx\proj.android
.\gradlew.bat assembleRelease -PPROP_BUILD_TYPE=cmake -PPROP_APP_ABI=arm64-v8a --parallel --info
```
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#### iOS, tvOS and macOS
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1. Ensure xcode12+ & [cmake3.21+ ](https://github.com/Kitware/CMake/releases ) are installed, install cmake command line support: ```sudo "/Applications/CMake.app/Contents/bin/cmake-gui" --install```
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2. Execute the following command
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```sudo xcode-select -switch /Applications/Xcode.app/Contents/Developer```
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3. Generate xcode project
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- for ios arm64:
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```cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=$AX_ROOT/cmake/ios.toolchain.cmake -DPLATFORM=OS64```
- for ios armv7,arm64 combined:
```cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=$AX_ROOT/cmake/ios.toolchain.cmake -DPLATFORM=OS```
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- for ios simulator x86_64:
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```cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=$AX_ROOT/cmake/ios.toolchain.cmake -DPLATFORM=SIMULATOR64```
- for tvos arm64:
```cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=$AX_ROOT/cmake/ios.toolchain.cmake -DPLATFORM=TVOS```
- for tvos simulator x86_64:
```cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=$AX_ROOT/cmake/ios.toolchain.cmake -DPLATFORM=SIMULATOR_TVOS```
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- for macos x86_64(Intel)
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```cmake -S . -B build -GXcode -DCMAKE_OSX_ARCHITECTURES=x86_64```
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- for macos arm64(M1)
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```cmake -S . -B build -GXcode -DCMAKE_OSX_ARCHITECTURES=arm64```
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4. After cmake finishes generating, you can open the xcode project at ```build``` folder and run cpp-tests or other test targets.
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5. Notes
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- **The code signing is required to run the ios/tvos app on your device, just change the bundle identifier until the auto manage signing is solved**
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- **axmol only provides armv7, arm64, x86_64 prebuilt libraries for ios/tvos**
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### New Project
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- Cpp: `axmol new -p org.axmol.hellocpp -d D:\dev\projects\ -l cpp --portrait HelloCpp`
- Lua: `axmol new -p org.axmol.hellolua -d D:\dev\projects\ -l lua --portrait HelloLua`
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### Some interesting related projects based on axmol
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https://github.com/axmolengine/axmol/discussions/694
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### Notes
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* ThreadLocalStorage (TLS)
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- ios x86 simulator ios>=10 and axmol no longer provide x86 libraries
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- ios x64 or devices (armv7, arm64) ios sdk>=9.0
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- the 'OpenAL Soft' maintained by kcat uses TLS
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### Reference links
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* Official Cocos2d-x Repo: https://github.com/cocos2d/cocos2d-x
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### Contributing guide
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https://github.com/axmolengine/axmol/discussions/411
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### The axmol Active Stats
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![Alt ](https://repobeats.axiom.co/api/embed/aa26c65937eedb5f5f210673a7349e2def8cdc7f.svg "Repobeats analytics image" )