From 44a02b7ea7af5e6f5092960291d71c82ee1953ba Mon Sep 17 00:00:00 2001 From: aismann Date: Thu, 19 Nov 2020 06:48:12 +0100 Subject: [PATCH] Update README.md --- README.md | 44 ++++++++++++++++++++------------------------ 1 file changed, 20 insertions(+), 24 deletions(-) diff --git a/README.md b/README.md index b937aaf1f6..059c03a3f0 100644 --- a/README.md +++ b/README.md @@ -12,13 +12,13 @@ **[简体中文](README_CN.md)** -### Purpose Summary: +### Purpose Summary * C++ 14/17 * Focus on native game dev (quick starting, easy to use, fast) * Bugfixes ASAP * Usefull PRs from **you** are welcome (review/merge ASAP) -### Highlight Features: +### Highlight Features * **More clearly thirdparty libs ['Upstream-Version-License'](external/README.md) for easy to publish your commercial apps based on engine-x** * Refactor AudioEngine, OpenAL for all platforms * [openal-soft](https://github.com/kcat/openal-soft), pass -DBUILD_EXT_ALSOFT=ON to cmake to force enable it @@ -26,26 +26,26 @@ * Refactor UserDefault with [mio](https://github.com/mandreyel/mio) * Modularize all optional extension, move from engine core to folder extensions * Implement all .wav formats supported by ```openal-soft```, such as MS-ADPCM, ADPCM, ... -* Use modern gl loader ```glad``` (instead of glew) -* Add Google [angle](https://github.com/google/angle) renderer backend support +* Use modern GL loader ```glad``` (instead of glew) +* Google [angle](https://github.com/google/angle) renderer backend support * C++ 14 standard * IOS SDK 9.0 as minimal deployment * Use fast pugixml -* Using [curl](https://github.com/curl/curl) for transferring data with URL syntax +* Use [curl](https://github.com/curl/curl) for transferring data with URL syntax * Use SAX parser for all plist file * Spine-3.8 support -* Add engine extension ```FairyGUI``` support -* Add ASTC 4x4/6x6/8x8 support, if hardware decoder not present, use software decoder -* Add ETC2 RGB/RGBA support, if hardware decoder not present, use software decoder +* 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) * **ImGui integrated, easy to write game embedded tools, very ease to use, please read [ImGuiEXT](extensions/ImGuiEXT/README.md)** -### [Roadmap](https://github.com/c4games/engine-x/issues/1) - - +### [Roadmap](issues/1) ### Quick Start -#### Common Requirement [python](https://www.python.org/downloads/) - * python-2.7.17+, python-3.7+ +Open [Wiki](wiki) for additional information too. + +#### Common Requirement [Python](https://www.python.org/downloads/) + * Python-2.7.17+, Python-3.7+ #### Prerequisites 1. Enter ```engine-x``` root directory @@ -53,14 +53,13 @@ #### Windows 1. Install [CMake](https://cmake.org/) 3.14+ - 2. Install Visual Studio 2019 build(we strong recommend you use this version) - 3. Execute follow command at command line(Console, Window Terminal or Powershell) + 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) ```bat cd engine-x\ cmake -S . -B build -G "Visual Studio 16 2019" -A Win32 ``` - #### Android 1. Install Android Studio 4.0+ 2. When first start Android Studio, It will guide you to install sdk and other tools, just install them @@ -70,9 +69,7 @@ * Android SDK Build-Tools 29.0.2 * NDK r16b+ * CMake 3.10+ - 5. Waiting for ```Gradle sync``` finish. - 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 #### iOS @@ -91,17 +88,16 @@ # cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=cmake/ios.mini.cmake -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 ``` 4. After cmake generate finish, you can open xcode project at ```build``` folder and run cpp-tests or other test targets. - 5. Notes - a. **The code sign required to run ios app on device, just change bundle identifier until the auto manage signing solved** - b. **engine-x only provide armv7, arm64, x86_64 prebuilt libraries for ios** + - **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** ### Notes - * ThreadLocalStorage(TLS) + * ThreadLocalStorage (TLS) - ios x86 simulator ios>=10 and engine-x no longer provide x86 libraries - - ios x64 or devices(armv7, arm64) ios sdk>=9.0 + - ios x64 or devices (armv7, arm64) ios sdk>=9.0 - the openal-soft maintained by kcat use TLS ### Reference links * engine-x-3rd: https://github.com/c4games/engine-x-3rd - * official v4: https://github.com/cocos2d/cocos2d-x + * Official Cocos2d-x: https://github.com/cocos2d/cocos2d-x