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README.md
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README.md
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# engine-v5
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# engine-x
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[![Build Status](https://travis-ci.com/c4games/engine-x.svg?branch=master)](https://travis-ci.com/c4games/engine-x)
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[![Windows Build Status](https://ci.appveyor.com/api/projects/status/4936wev2r2ot606s/branch/master?svg=true)](https://ci.appveyor.com/project/halx99/engine-x)
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This is another more radical fork of cocos2d-x game engine, use opanal for all platforms, single texture multi gpu texture handler, c++17...
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The readme of cocos2d-x v4: https://github.com/simdsoft/engine-v5/blob/master/README.ccv4.md
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The readme of cocos2d-x v4: https://github.com/simdsoft/engine-x/blob/master/README.ccv4.md
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### Goals summary:
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1. C++17
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2. forcus on native game dev only
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3. Remove unnecessary sources
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4. build engine as static or dynamic library support
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5. If you have any other excellent goals, welcome
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6. Excellent PRs from any guys are welcome, I will review & merge ASAP
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4. Fix bugs ASAP
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5. Review PR ASAP
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6. If you have any other excellent goals, welcome
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7. Excellent PRs from any guys are welcome, I will review & merge ASAP
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### preprocessors notes:
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```
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### Refactor core & extensions libs
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- [ ] engine-v5-core.dll(node tree, multi-renderer-backends, filesystem, audio, platform spec, and other):
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- [ ] engine-x-core.dll(node tree, multi-renderer-backends, filesystem, audio, platform spec, and other):
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- [x] 1. Refactor audio engine, OpenAL for all platforms.
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- [x] 2. Remove SimpleAudio
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- [ ] 3. Remove offthread file operation
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- [x] 4. Remove getSutiableFOpen, avoid reduce performance, there is another better solution for support: ```just doesn't convert path to utf-8 in FileUtils manually implementation```
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- [x] 5. Refactor CCDownloader, curl for all platforms, don't use scheduler to retrive progress info, make it more reuseable
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- [ ] 7. Refactor engine-v5-deps, all compile as vs2019 MSVC 19.22.27905.0
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- [ ] 7. Refactor engine-x-3rd, all compile as vs2019 MSVC 19.22.27905.0
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- [x] 8. minizip-1.2.0
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- [x] 9. ccMessageBox
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- [x] 10. BMP support with stb_image
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- [ ] zlib to 1.2.11
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--------------------------------------------------------------------------
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- [ ] engine-v5.ui.dll: The original v3-ui framework may remove in the future
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- [ ] engine-v5.ext.lib: old GUI ui(could be remove), physics-nodes, pu3d
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- [ ] engine-v5.dragonbones.lib
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- [ ] engine-v5.ccs20.dll: x-studio
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- [ ] engine-v5.ccs21.dll: x-studio
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- [ ] engine-v5.xs.dll: x-studio
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- [ ] engine-v5.spine.lib
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- [ ] engine-x.ui.dll: The original v3-ui framework may remove in the future
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- [ ] engine-x.ext.lib: old GUI ui(could be remove), physics-nodes, pu3d
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- [ ] engine-x.dragonbones.lib
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- [ ] engine-x.ccs20.dll: x-studio
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- [ ] engine-x.ccs21.dll: x-studio
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- [ ] engine-x.xs.dll: x-studio
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- [ ] engine-x.spine.lib
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----------------------------------------------------------------------------
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- [ ] engine-v5-lua.lib:
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- [ ] engine-x-lua.lib:
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- [x] Lua53 compat
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- [ ] make lua test works well
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- [ ] Remvoe luasocket, use yasio for socket connection solution
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根据安装的 Visual Studio 版本,执行下面的命令,解决方案就生成在 build 目录下了。<br>
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打开cpp-tests.sln,编译运行。<br>
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```
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cd engine-v5\tests\cpp-tests
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cd engine-x\tests\cpp-tests
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cmake -S .\ -B .\build -G “Visual Studio 14 2015 Win32”
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or
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cmake -S .\ -B .\build -G “Visual Studio 16 2019” -A Win32
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#### android
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安装 Android Studio (推荐3.5.3),打开 SDKManager,安装下列工具。<br>
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打开project,目录在engine-v5\tests\cpp-tests\proj.android<br>
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打开project,目录在engine-x\tests\cpp-tests\proj.android<br>
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等待Gradle sync完成后,Build APKs,安装运行<br>
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```
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LLDB 推荐3.1
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```
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执行如下命令确保cmake能成功生成xcode工程:
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```sudo xcode-select -switch /Applications/Xcode.app/Contents/Developer```
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生成xcode工程, 进入engine-v5根目录执行如下命令:
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生成xcode工程, 进入engine-x根目录执行如下命令:
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```sh
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mkdir build
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cd build
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