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# Axmol Engine ## A Multi-platform Engine for Desktop, XBOX (UWP) and Mobile games. (A fork of Cocos2d-x-4.0) [![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) [![vscode.dev](https://img.shields.io/badge/vscode.dev-green.svg)](https://vscode.dev/github/axmolengine/axmol) [![Discord](https://img.shields.io/discord/1099599084895088670?label=discord)](https://discord.com/channels/1099599084895088670) ![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) > ⚠️⚠️⚠️ NOTICE ⚠️⚠️⚠️ > > This branch still at an early develop phase, and the main goals is: > - OpenGL3/GLES3 support > - The GLES2 support was dropped > - Mesh instancing draw support > - Use glslcc as shader workflow, write shader by ESSL310, build to target platforms: MSL for Apple(macOS/iOS/tvOS), ESSL300 for Android, ANGLE, GLSL330 for Desktop GL > - Improve ProgramManager for loading custom shader program more easy > - Many other improvements: refer to #1279 **[简体中文](README_CN.md)** ## Supported Platforms | Build | Status (github) | |-------|-----------------| | Windows(win32,winuwp,win32-clang)|[![Win32 CI](https://github.com/axmolengine/axmol/actions/workflows/windows.yml/badge.svg)](https://github.com/axmolengine/axmol/actions/workflows/windows.yml)| | Android | [![Android Build Status](https://github.com/axmolengine/axmol/workflows/android/badge.svg)](https://github.com/axmolengine/axmol/actions?query=workflow%3Aandroid)| | iOS |[![iOS Build Status](https://github.com/axmolengine/axmol/workflows/ios/badge.svg)](https://github.com/axmolengine/axmol/actions?query=workflow%3Aios)| | tvOS |[![tvOS Build Status](https://github.com/axmolengine/axmol/workflows/tvos/badge.svg)](https://github.com/axmolengine/axmol/actions?query=workflow%3Atvos)| | Linux |[![Linux Build Status](https://github.com/axmolengine/axmol/workflows/linux/badge.svg)](https://github.com/axmolengine/axmol/actions?query=workflow%3Alinux)| | macOS |[![macOS Build Status](https://github.com/axmolengine/axmol/workflows/osx/badge.svg)](https://github.com/axmolengine/axmol/actions?query=workflow%3Aosx)| ## New MediaPlayer The new `ui::MediaPlayer`(renamed from `ui::VideoPlayer`) render video as Texture2D with designed corss-platform MediaEngine, the MediaEngine inspired from microsoft media foundation `IMFMediaEngine`, the `MediaPlayer` support all platforms which axmol engine does. | Target Platform | Video Compress Format | Video Pixel Format | Container Format | Backend | |-----------------------|-----------------------|----------------------|----------------- |--------------------| | Windows Desktop | H264, HEVC, VP90 | YUY2, NV12, RGB32 | .mp4,.mkv,.webm | IMFMediaSession | | Windows UWP | H264, HEVC, VP90 | BGR32 | .mp4,.mkv,.webm | IMFMediaEngine | | Apple macOS | H264, HEVC(hvc1) | NV12, BGR32 | .mp4 | AVFoundation | | Apple tvOS | H264, HEVC(hvc1) | NV12, BGR32 | .mp4 | AVFoundation | | Apple iOS | H264, HEVC(hvc1) | NV12, BGR32 | .mp4 | AVFoundation | | Android | H264, HEVC | NV12 | .mp4,.mkv,.webm | ExoPlayer2 | | Linux | H264, HEVC | NV12 | .mp4,.mkv,.webm | libVLC | ## Building View the [Dev setup instructions](docs/DevSetup.md). ## Highlighted Features - Windows UWP support, refer to: https://github.com/axmolengine/axmol/pull/1108 - 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 concurrent 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. ## Reference links - [build1k](https://github.com/axmolengine/build1k), the axmol prebuilt build-bot - [axmolengine/glslcc](https://github.com/axmolengine/glslcc), a fork of glslcc for axmol new shader workflow tool - [Some interesting related projects based on axmol](https://github.com/axmolengine/axmol/discussions/694) - [Axmols contributing guide](https://github.com/axmolengine/axmol/discussions/411) - [Official Cocos2d-x](https://github.com/cocos2d/cocos2d-x) ## The axmol Active Stats ![Alt](https://repobeats.axiom.co/api/embed/6fcb8168a3af91ba9e797a1f14a3c2edc42ac56a.svg "Repobeats analytics image")