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# Engine-x
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[![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)
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[![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)
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**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).**
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**[简体中文](README_CN.md)**
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### Purpose Summary
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* C++ 14/17
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* Focus on native game dev (quick starting, easy to use, fast)
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* Bugfixes ASAP
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* Usefull PRs from **you** are welcome (review/merge ASAP)
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### Highlight Features
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* **More clearly third-party libs ['Upstream-Version-License' ](external/README.md ) for easy to publish your commercial apps based on engine-x**
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* Refactor AudioEngine, OpenAL for all platforms
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* [OpenAL Soft ](https://github.com/kcat/openal-soft ), pass -DBUILD_EXT_ALSOFT=ON to cmake to force enable it
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* [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.
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* Refactor UserDefault with [mio ](https://github.com/mandreyel/mio )
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* Modularize all optional extension, move from engine core to folder extensions
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* Implement all .wav formats supported by ```OpenAL Soft```, such as MS-ADPCM, ADPCM, ...
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* Use modern GL loader ```Glad```
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* Google [angle ](https://github.com/google/angle ) renderer backend support
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* C++ 14 standard
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* IOS 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 file
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* Spine-3.8 support
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* 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)
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* **ImGui integrated, easy to write game embedded tools, very ease to use, please read [ImGuiEXT ](extensions/ImGuiEXT/README.md )**
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### [Roadmap](issues/1)
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### Quick Start
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Open [Wiki ](https://github.com/c4games/engine-x-wiki ) for additional information too.
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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 ```engine-x``` root directory
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2. Run ```python setup.py```, restart console after finish
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#### Windows
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1. Install [CMake ](https://cmake.org/ ) 3.14+
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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)
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```bat
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cd engine-x\
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cmake -S . -B build -G "Visual Studio 16 2019" -A Win32
```
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#### Android
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1. Install Android Studio 4.0+
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2. When first start Android Studio, It will guide you to install sdk and other tools, just install them
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3. Start Android and choose [Open an existing Android Studio Project] to open ```engine-x\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 follow tools and click the button ```Apply``` to install them:
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* Android SDK Platform 29 r5
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* Android SDK Build-Tools 29.0.2
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* NDK r19c+
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* CMake 3.10+
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5. Waiting for ```Gradle sync``` finish.
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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
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#### iOS
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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```
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2. Execute follow command
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```sudo xcode-select -switch /Applications/Xcode.app/Contents/Developer```
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3. Generate xcode project
- for any device
```cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=cmake/ios.mini.cmake```
- for arm64:
```cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=cmake/ios.mini.cmake -DCMAKE_OSX_ARCHITECTURES=arm64```
- for simulator x86_64:
```cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=cmake/ios.mini.cmake -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64```
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4. After cmake generate finish, you can open xcode project at ```build``` folder and run cpp-tests or other test targets.
5. Notes
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- **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**
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### Notes
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* ThreadLocalStorage (TLS)
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- ios x86 simulator ios>=10 and engine-x 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 use TLS
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### Reference links
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* Official Cocos2d-x: https://github.com/cocos2d/cocos2d-x