# Axmol Game Engine [![dev](https://img.shields.io/github/v/release/axmolengine/axmol?include_prereleases&label=release)](https://github.com/axmolengine/axmol/releases) [![LICENSE](https://img.shields.io/badge/license-MIT-blue.svg)](https://github.com/axmolengine/axmol/blob/master/LICENSE) [![Codacy Badge](https://app.codacy.com/project/badge/Grade/81fa1aba09ab41a98b949064b928d06e)](https://www.codacy.com/gh/axmolengine/axmol/dashboard?utm_source=github.com&utm_medium=referral&utm_content=axmolengine/axmol&utm_campaign=Badge_Grade) [![PRs Welcome](https://img.shields.io/badge/PRs-welcome-blue.svg)](https://github.com/axmolengine/axmol/pulls) ![issues](https://img.shields.io/github/issues/axmolengine/axmol?style=plastic) ![forks](https://img.shields.io/github/forks/axmolengine/axmol?style=plastic) ![stars](https://img.shields.io/github/stars/axmolengine/axmol?style=plastic) ![GitHub code size in bytes](https://img.shields.io/github/languages/code-size/axmolengine/axmol?style=plastic) [![Windows Build Status](https://github.com/axmolengine/axmol/actions/workflows/windows-ci.yml/badge.svg)](https://github.com/axmolengine/axmol/actions/workflows/windows-ci.yml) [![Android Build Status](https://github.com/axmolengine/axmol/workflows/android/badge.svg)](https://github.com/axmolengine/axmol/actions?query=workflow%3Aandroid) [![iOS Build Status](https://github.com/axmolengine/axmol/workflows/ios/badge.svg)](https://github.com/axmolengine/axmol/actions?query=workflow%3Aios) [![tvOS Build Status](https://github.com/axmolengine/axmol/workflows/tvos/badge.svg)](https://github.com/axmolengine/axmol/actions?query=workflow%3Atvos) [![Linux Build Status](https://github.com/axmolengine/axmol/workflows/linux/badge.svg)](https://github.com/axmolengine/axmol/actions?query=workflow%3Alinux) [![macOS Build Status](https://github.com/axmolengine/axmol/workflows/osx/badge.svg)](https://github.com/axmolengine/axmol/actions?query=workflow%3Aosx) **This is another more radical fork of *Cocos2d-x-4.0*, it has Full Support OpenAL for all platforms, single texture multi GPU texture handler, C++ 17/20 and more! (see 'Highlighted Features' for more info).** ### View code with vscode online: - [![github1s](https://img.shields.io/badge/github1s-green.svg)](https://github1s.com/axmolengine/axmol) - [![vscode.dev](https://img.shields.io/badge/vscode.dev-green.svg)](https://vscode.dev/github/axmolengine/axmol) **[简体中文](README_CN.md)** ### Purpose Summary * C++ 17/20 * Focuses on native game dev (easy to use, fast deployment, intuitive) * Bugfixes ASAP ### Thirdparty * All thirdparty prebuilt libs are built from https://github.com/axmolengine/buildware via github actions automatically. ### Highlighted Features * Add apple M1, android x64 support, contributed by @pietpukkel * Improve windows workflow, support linking with engine prebuilt libs, read [windows workflow guide](https://github.com/axmolengine/axmol/issues/564) * Windows video player support (based on microsoft media foundation) * Windows x64 build support * Reimplement HttpClient based on yasio for concorrent http requests processing. * ['Upstream-Version-License'](thirdparty/README.md) Third-party * Third-party license overview for easier publishing of your commercial apps based on axmol framework. * Some links to third party libs which support axmol too. * ['Upstream-Version-License'](extensions/README.md) Extensions * Extensions license overview for easier publishing of your commercial apps based on axmol framework. * Spine-3.8 support * ```FairyGUI``` support * DragonBones support * Live2D support * **ImGui integrated, easy to write game embedded tools, very easy to use, read [ImGui](extensions/ImGui/README.md) for more info** * Refactor AudioEngine, OpenAL for all platforms * [OpenAL Soft](https://github.com/kcat/openal-soft), pass -DAX_USE_ALSOFT=ON to cmake to force enabling it * [OpenAL.framework](https://opensource.apple.com/tarballs/OpenAL), if no ```AX_USE_ALSOFT``` option specified, cmake script will choose it on osx/ios/tvos, even though it was marked as deprecated, but still available. * Refactor UserDefault with [mio](https://github.com/mandreyel/mio) * Modularize all optional extensions, move from engine core folder to an extensions folder * Implement all .wav formats supported by ```OpenAL Soft```, such as MS-ADPCM, ADPCM, ... * Use a modern GL loader ```Glad``` * Google [angle](https://github.com/google/angle) renderer backend support * C++ 17/20 * IOS/TVOS SDK 9.0 as minimal deployment * Use fast pugixml * Use [curl](https://github.com/curl/curl) for transferring data with URL syntax * Use SAX parser for all plist files * ASTC 4x4/6x6/8x8 support (if hardware decoding is not supported, then software decoding is used) * ETC2 RGB/RGBA support (if hardware decoding is not supported, then software decoding is used) * Supported 2D physics engines (see also [APPENDIX.md](APPENDIX.md)): * Box2D * Box2D-optimized * Chipmunk2D * Supported 3D physics engines: * Bullet Physics SDK [Read Full changes since cocos2d-x-4.0](CHANGELOG) Open [APPENDIX.md](APPENDIX.md) for additional information and see [Milestones](https://github.com/axmolengine/axmol/milestones) for planed features too. ### Quick Start #### Common Requirement [Python](https://www.python.org/downloads/) * Python-2.7.17+, Python-3.7+ #### Prerequisites 1. Enter ```axmol``` root directory 2. Run ```python setup.py```, restart the console after it has finished for environment variables to take effect #### Windows (64/32 bit Visual Studio 2019/2022) 1. Install [CMake](https://cmake.org/) 3.22.1+ 2. Install Visual Studio 2019/2022 (it's recommended that you only use these versions) 3. Execute the following commands in a command line (Console, Window Terminal or Powershell) ```cd axmol ``` a) C++ 20: - for 32 bit Visual Studio 2019: ```cmake -S . -B build -G "Visual Studio 16 2019" -A Win32``` - for 64 bit Visual Studio 2019: ```cmake -S . -B build -G "Visual Studio 16 2019" -A x64``` - for 32 bit Visual Studio 2022: ```cmake -S . -B build -G "Visual Studio 17 2022" -A Win32``` - for 64 bit Visual Studio 2022: ```cmake -S . -B build -G "Visual Studio 17 2022" -A x64``` b) C++17 - add ```-DCXX_STD=17``` for C++17 on your command line like: cmake -S . -B build ```-DCXX_STD=17``` -G "Visual Studio 17 2022" -A x64 4. Build excecutable in a command line (e.g. cpp-tests): ```msbuild .\build\axmol.sln -target:cpp_tests -maxCpuCount``` #### Improve 'Visual Studio' workflow, support linking with engine prebuilt libs See [windows workflow guide](https://github.com/axmolengine/axmol/issues/564) #### Android ##### With Android Studio 1. Install Android Studio 2021.1.1+ 2. When starting Android Studio for the first time, It will guide you to install the SDK and other tools, just install them 3. Start Android and choose [Open an existing Android Studio Project] and select ```axmol\tests\cpp-tests\proj.android``` 4. Start Android Studio and Open [Tools][SDKManager], then switch to ```SDK Tools```, check the ```Show Package Details```, choose the following tools and click the button ```Apply``` to install them: * Android SDK Platform 33 * Android Gradle Plugin (AGP) 7.2.2 * Android SDK Build-Tools 30.0.3 match with AGP, refer to: https://developer.android.com/studio/releases/gradle-plugin * Gradle 7.4.2 * NDK r23c+ * CMake 3.22.1+ 5. Wait for ```Gradle sync``` finish. 6. Note: If you use non-sdk provided CMake edition, you will need to download ```ninja``` from https://github.com/ninja-build/ninja/releases, and copy ```ninja.exe``` to cmake's bin directory ##### Without Android Studio 1. Download command-tools from https://developer.android.com/studio#command-tools 2. Install Android devtools (for example in windows) ```bat # unzip command-tools at D:\dev\adt\ # Install android devtools cd D:\dev\adt\ mkdir sdk .\cmdline-tools\bin\sdkmanager.bat --verbose --sdk_root=D:\dev\adt\sdk "platform-tools" "cmdline-tools;latest" "platforms;android-33" "build-tools;30.0.3" "cmake;3.22.1" "ndk;23.2.8568313" set ANDROID_HOME=D:\dev\adt\sdk # Goto xxx\proj.android .\gradlew.bat assembleRelease -PPROP_BUILD_TYPE=cmake -PPROP_APP_ABI=arm64-v8a --parallel --info ``` #### iOS, tvOS and macOS 1. Ensure xcode12+ & [cmake3.21+](https://github.com/Kitware/CMake/releases) are installed, install cmake command line support: ```sudo "/Applications/CMake.app/Contents/bin/cmake-gui" --install``` 2. Execute the following command ```sudo xcode-select -switch /Applications/Xcode.app/Contents/Developer``` 3. Generate xcode project - for ios arm64: ```cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=$AX_ROOT/cmake/ios.toolchain.cmake -DPLATFORM=OS64``` - for ios armv7,arm64 combined: ```cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=$AX_ROOT/cmake/ios.toolchain.cmake -DPLATFORM=OS``` - for ios simulator x86_64: ```cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=$AX_ROOT/cmake/ios.toolchain.cmake -DPLATFORM=SIMULATOR64``` - for tvos arm64: ```cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=$AX_ROOT/cmake/ios.toolchain.cmake -DPLATFORM=TVOS``` - for tvos simulator x86_64: ```cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=$AX_ROOT/cmake/ios.toolchain.cmake -DPLATFORM=SIMULATOR_TVOS``` - for macos x86_64(Intel) ```cmake -S . -B build -GXcode -DCMAKE_OSX_ARCHITECTURES=x86_64``` - for macos arm64(M1) ```cmake -S . -B build -GXcode -DCMAKE_OSX_ARCHITECTURES=arm64``` 4. After cmake finishes generating, you can open the xcode project at ```build``` folder and run cpp-tests or other test targets. 5. Notes - **The code signing is required to run the ios/tvos app on your device, just change the bundle identifier until the auto manage signing is solved** - **axmol only provides armv7, arm64, x86_64 prebuilt libraries for ios/tvos** ### New Project - Cpp: `axmol new -p org.axmol.hellocpp -d D:\dev\projects\ -l cpp --portrait HelloCpp` - Lua: `axmol new -p org.axmol.hellolua -d D:\dev\projects\ -l lua --portrait HelloLua` ### Some interesting related projects based on axmol https://github.com/axmolengine/axmol/discussions/694 ### Notes * ThreadLocalStorage (TLS) - ios x86 simulator ios>=10 and axmol no longer provide x86 libraries - ios x64 or devices (armv7, arm64) ios sdk>=9.0 - the 'OpenAL Soft' maintained by kcat uses TLS ### Reference links * Official Cocos2d-x Repo: https://github.com/cocos2d/cocos2d-x ### Contributing guide https://github.com/axmolengine/axmol/discussions/411 ### The axmol Active Stats ![Alt](https://repobeats.axiom.co/api/embed/6fcb8168a3af91ba9e797a1f14a3c2edc42ac56a.svg "Repobeats analytics image")