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halx99 2020-11-18 18:18:07 +08:00
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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)
[![macOS Build Status](https://github.com/c4games/engine-x/workflows/osx/badge.svg)](https://github.com/c4games/engine-x/actions?query=workflow%3Aosx)
**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.**
**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).**
**[简体中文](README_CN.md)**
### Purpose Summary:
* C++14/17
* 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)
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* Implement all .wav formats supported by ```openal-soft```, such as MS-ADPCM, ADPCM, ...
* Use modern gl loader ```glad``` (instead of glew)
* Add google angle renderer backend support
* C++14 standard
* C++ 14 standard
* IOS SDK 9.0 as minimal deployment
* Use fast pugixml
* Using curl for transferring data with URL syntax
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5. Notes
a. **The code sign required to run ios app on device, just change bundle identifier until the auto manage siging solved**
b. **engine-x only provide armv7,arm64,x86_64 prebuilt libraries for ios**
b. **engine-x only provide armv7, arm64, x86_64 prebuilt libraries for ios**
### Notes
* 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