diff --git a/README.md b/README.md index 05851e7e0a..e6b9755c26 100644 --- a/README.md +++ b/README.md @@ -8,12 +8,12 @@ [![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) @@ -28,7 +28,7 @@ * 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 @@ -94,12 +94,12 @@ 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