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Update README.md
some more small stuff (hope thats all ;))
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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 thirdparty libs Upstram & Version & License for easy to publish your commercial apps based on engine-x**
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* **More clearly thirdparty 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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* 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``` (instead of glew)
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* Add google angle renderer backend support
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* Add 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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* Using curl for transferring data with URL syntax
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* Using [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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* Add engine extension ```FairyGUI``` support
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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.
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5. Notes
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a. **The code sign required to run ios app on device, just change bundle identifier until the auto manage siging solved**
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a. **The code sign required to run ios app on device, just change bundle identifier until the auto manage signing solved**
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b. **engine-x only provide armv7, arm64, x86_64 prebuilt libraries for ios**
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### Notes
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