mirror of https://github.com/axmolengine/axmol.git
Merge branch 'master' of https://github.com/c4games/engine-x
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README.md
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README.md
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[![Linux Build Status](https://github.com/c4games/engine-x/workflows/linux/badge.svg)](https://github.com/c4games/engine-x/actions?query=workflow%3Alinux)
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[![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, etc.**
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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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* 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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* 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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* C++14 standard
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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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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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b. **engine-x only provide armv7,arm64,x86_64 prebuilt libraries for ios**
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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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* 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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- 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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