## A Multi-platform Engine for Mobile, Desktop and Xbox.
[Axmol Engine](https://axmol.org) is an open-source, C++ multi-platform engine designed for mobile devices, desktop, and Xbox, well-suited for 2D game development. It was launched in November 2019 as a fork of Cocos2d-x v4.0.
Please [visit our Wiki](https://github.com/axmolengine/axmol/wiki) to know more about Axmol.
If you have a Cocos2d-x project, migrating to Axmol Engine is easy. We have prepared a [Migration Guide](https://github.com/axmolengine/axmol/wiki/Cocos2d%E2%80%90x-migration-guide).
Axmol Engine has iterated and improved over the Cocos2d-x v4.0 base. Now is faster and more capable, while staying lightweight. [Check a comparative here](https://github.com/axmolengine/axmol/wiki/Axmol-vs-Cocos2d%E2%80%90x).
- **Universal Windows Platform** (UWP) support for Xbox consoles
- **Apple M1 and Android x64 support** (by @pietpukkel)
- **Windows x64 build support**
- Improved Windows workflow, supporting linking with engine prebuilt libs. Please read the [Windows workflow guide](https://github.com/axmolengine/axmol/issues/564).
- Refactored 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 is still available)
- Implemented all .wav formats supported by OpenAL Soft (MS-ADPCM, ADPCM, etc.)
- Refactored UserDefault with [mio](https://github.com/mandreyel/mio)
- [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.
- Reimplemented HttpClient based on yasio for concurrent http requests processing.
- Modularized all optional extensions, move from engine core folder to an extensions folder.
- Google [Angle](https://github.com/google/angle) renderer backend support
- Using GL loader Glad.
- Using [pugixml](https://pugixml.org)
- Using [curl](https://github.com/curl/curl) for transferring data with URL syntax
- Using SAX parser for .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)
- iOS / tvOS SDK 11.0 as minimal deployment.
Please read the [full list of changes since Cocos2d-x v4.0](CHANGELOG.md).
See the [Milestones](https://github.com/axmolengine/axmol/milestones) for planned features.
## Contributions
How to contribute:
* Suggestions, bug fixes, and improvements are highly appreciated!
* Please do not forget to add the topic `axmol` and `axmolengine` to any related repository you create!
* Adding a star on GitHub will help Axmol grow as well. Thank you!
If you find **Axmol Engine** helpful, please consider donating in [Open Collective](https://opencollective.com/axmol) or in [GitHub Sponsors](https://github.com/sponsors/axmolengine). Thank you very much!
## Community
Our community is growing! Please join us at:
* [GitHub Discussions](https://github.com/axmolengine/axmol/discussions) (preferred way for questions and discussing the engine)
* [Discord](https://discord.gg/QjaQBhFVay)
* [Reddit](https://www.reddit.com/r/axmol/)
In order to see some of our community works, please check our Axmol Showcase: [Made in Axmol](https://github.com/axmolengine/axmol/wiki/Made-in-Axmol)