axmol/docs/RELEASE_NOTES.md

190 lines
5.6 KiB
Markdown
Raw Normal View History

2015-01-15 08:59:03 +08:00
<!-- START doctoc generated TOC please keep comment here to allow auto update -->
<!-- DON'T EDIT THIS SECTION, INSTEAD RE-RUN doctoc TO UPDATE -->
**Table of Contents** *generated with [DocToc](https://github.com/thlorenz/doctoc)*
- [Cocos2d-x 3.12 Release Notes](#cocos2d-x-312-release-notes)
2015-01-15 08:59:03 +08:00
- [Misc Information](#misc-information)
- [Requirements](#requirements)
- [Runtime Requirements](#runtime-requirements)
- [Compiler Requirements](#compiler-requirements)
- [How to run tests](#how-to-run-tests)
2015-07-01 18:44:15 +08:00
- [Cocos Console](#cocos-console)
2015-01-15 08:59:03 +08:00
- [Mac OSX & iOS](#mac-osx-&-ios)
- [Android](#android)
- [Windows](#windows)
- [Linux](#linux)
- [How to start a new game](#how-to-start-a-new-game)
- [v3.12](#v312)
- [Highlights](#highlights)
- [The main features in detail of Cocos2d-x v3.12](#the-main-features-in-detail-of-cocos2d-x-v312)
- [VR support](#vr-support)
- [Tizen support](#tizen-support)
- [improve Android performance](#improve-android-performance)
- [improve web engine performance in WebGL mode](#improve-web-engine-performance-in-webgl-mode)
- [use clang on Android](#use-clang-on-android)
2015-08-24 09:40:59 +08:00
- [Other changes](#other-changes)
2015-01-15 08:59:03 +08:00
<!-- END doctoc generated TOC please keep comment here to allow auto update -->
# Cocos2d-x 3.12 Release Notes #
2015-07-01 18:44:15 +08:00
2014-01-07 08:23:06 +08:00
# Misc Information
2015-03-13 17:18:29 +08:00
* [Full Changelog](https://github.com/cocos2d/cocos2d-x/blob/v3/CHANGELOG)
2014-01-07 08:23:06 +08:00
# Requirements
## Runtime Requirements
* Android 2.3.3 or newer
2014-01-07 08:23:06 +08:00
* iOS 5.0 or newer
* OS X 10.7 or newer
* Windows 7 or newer
2015-04-29 13:39:04 +08:00
* Windows Phone 8.1
2015-08-24 09:40:59 +08:00
* Windows 10 UWP
2014-07-06 20:53:17 +08:00
* Linux Ubuntu 14.04 or newer
2015-07-16 16:53:43 +08:00
* Mordern browsers and IE 9+ (On mobile platforms, only iOS and Android 5 activated WebGL support)
2014-01-07 08:23:06 +08:00
## Compiler Requirements
2014-07-16 11:26:21 +08:00
* Xcode 5.1 or newer for iOS or Mac
2014-07-06 20:53:17 +08:00
* gcc 4.9 or newer for Linux
2014-11-29 13:20:21 +08:00
* ndk-r10c for Android
2015-07-15 14:11:59 +08:00
* Visual Studio 2013 or newer for Windows (win32)
2015-08-12 13:02:35 +08:00
* Visual Studio 2013 update4 or newer for Windows 8.1 universal Apps
* Visual Studio 2015 or newer and Windows 10.0 (build 10074 or higher) for Windows 10.0 UWP Apps
2014-01-07 08:23:06 +08:00
2014-04-21 14:50:27 +08:00
## How to run tests
2014-03-04 18:15:30 +08:00
2015-07-01 18:44:15 +08:00
### Cocos Console
You can use [Cocos Console](www.cocos2d-x.org/wiki/Cocos2d-console) command line tool to run the test cases on almost all supported platforms.
In console application:
```
// Enter cpp test folder
2015-07-14 08:44:44 +08:00
cd tests/cpp-tests
2015-07-01 18:44:15 +08:00
// Or enter js test folder
2015-07-14 08:44:44 +08:00
cd tests/js-tests
2015-07-01 18:44:15 +08:00
// Or enter lua test folder
cd tests/lua-tests
// Compile or run test case
cocos compile -p ios|mac|android|win32|win8_1|metro|web -m debug|release
cocos run -p ios|mac|android|win32|win8_1|metro|web -m debug|release
```
For example, if you want to run cpp test in release mode on Android, you can use the following command:
```
cocos run -p android -m release
```
2014-03-04 18:15:30 +08:00
### Mac OSX & iOS
You can run the samples by:
2014-03-04 18:15:30 +08:00
* Open __cocos2d-x/build__ folder, open __cocos2d_test.xcodeproj__
* Select `cpp-tests`, `lua-tests`, `js-tests` for __iOS__ or __OS X__ target in scheme toolbar
* Click __run__ button
2014-03-04 18:15:30 +08:00
### Android
You can run the samples by either using the command-line or Eclipse:
2014-03-04 18:15:30 +08:00
2014-03-07 08:37:33 +08:00
**Using command line:**
Perform the following steps:
2014-03-04 18:15:30 +08:00
2015-01-06 09:55:44 +08:00
$ cd cocos2d-x
$ ./setup.py
$ cd build
$ ./android-build.py cpp-empty-test -p 10
$ adb install cocos2d-x/tests/cpp-empty-test/proj.android/bin/CppEmptyTest-debug.apk
2015-01-15 06:51:42 +08:00
2014-03-04 18:15:30 +08:00
Then click item on Android device to run tests. Available value of `-p` is the API level, cocos2d-x supports from level 10.
2014-03-07 08:37:33 +08:00
**Using Eclipse:**
Perform the following steps:
2014-03-04 18:15:30 +08:00
2015-01-06 09:55:44 +08:00
$ cd cocos2d-x
$ ./setup.py
$ cd build
$ ./android-build.py cpp-empty-test -p 10
2015-01-15 06:51:42 +08:00
Next:
2014-03-04 18:15:30 +08:00
* Import cocos2d-x Android project into Eclipse, the path used to import is __cocos/2d/platform/android__
* Import `cpp-empty-test` Android project into Eclipse, the path used to import is __tests/cpp-empty-test/proj.android__
2014-03-14 15:01:11 +08:00
* Build `cpp-empty-test` Android project and run
2014-03-04 18:15:30 +08:00
### Windows
You can run the samples by:
2014-03-04 18:15:30 +08:00
* For win32 project, enter __cocos2d-x/build__, and open __cocos2d-win32.sln__
* For win 8.1 project, enter __cocos2d-x/build__, and open __cocos2d-win8.1-universal.sln__
* For win 10 project, enter __cocos2d-x/build__, and open __cocos2d-win10.sln__
2015-07-01 18:44:15 +08:00
* Select running target
2014-03-04 18:15:30 +08:00
* Click run button
### Linux
You can run the samples by:
2014-03-04 18:15:30 +08:00
2015-01-06 09:55:44 +08:00
$ cd cocos2d-x/build
$ ./install-deps-linux.sh
$ cd ../..
2015-01-15 06:51:42 +08:00
Next:
2014-03-04 18:15:30 +08:00
2015-01-06 09:55:44 +08:00
$ mkdir build
$ cd build
$ cmake ../cocos2d-x
$ make -j4
2015-01-15 06:51:42 +08:00
Then run:
2014-03-04 18:15:30 +08:00
2015-01-06 09:55:44 +08:00
$ cd bin/cpp-empty-test
$ ./cpp-empty-test
2015-01-15 06:51:42 +08:00
2014-03-06 14:44:33 +08:00
## How to start a new game
Use the __cocos__ console app to create a new game:
2014-12-31 18:15:27 +08:00
```
2015-08-24 09:40:59 +08:00
cocos new -l cpp|js|lua MyNewGame
```
2015-03-13 15:08:09 +08:00
# v3.12
2015-04-22 14:59:22 +08:00
## Highlights
2015-08-24 09:40:59 +08:00
* add VR support
* add Tizen support
* improve Android performance issue
* improve web engine performance in WebGL mode
* support Android obb extension
* use clang instead of gcc on Android
## The main features in detail of Cocos2d-x v3.12
### VR support
TBD
### Tizen support
TBD
2016-05-04 11:54:38 +08:00
### improve Android performance
2016-05-04 11:54:38 +08:00
We found cocos2d-x has performance on some Android devices. It is because cocos2d-x creates a big map buffer by default and fill the map buffer with actual data, which is less then map buffer size. On some Android devices, it will transfer as many data as the map buffer size which causes performance issue.
2016-05-04 11:54:38 +08:00
More detail information and discussion can refer to [the issue](https://github.com/cocos2d/cocos2d-x/issues/15652).
### improve web engine performance in WebGL mode
TBD
### use clang on Android
As [google deprecated gcc since NDK r11](https://developer.android.com/ndk/downloads/revision_history.html), so cocos2d-x changes to use clang too. And we suggest using latest NDK version if possible.
2016-04-27 15:01:02 +08:00
## Other changes
You can also take a look at the [full changelog](https://github.com/cocos2d/cocos2d-x/blob/v3/CHANGELOG).