# cocos2d-x v3.5 Release Notes # **Table of Contents** *generated with [DocToc](https://github.com/thlorenz/doctoc)* - [Misc Information](#misc-information) - [Requirements](#requirements) - [Runtime Requirements](#runtime-requirements) - [Compiler Requirements](#compiler-requirements) - [How to run tests](#how-to-run-tests) - [Mac OSX & iOS](#mac-osx-&-ios) - [Android](#android) - [Windows](#windows) - [Linux](#linux) - [How to start a new game](#how-to-start-a-new-game) - [v3.5beta0](#v35beta0) - [Highlights of v3.5beta0](#highlights-of-v35beta0) - [Features in detail](#features-in-detail) - [3D Particles](#3d-particles) # Misc Information * [Full Changelog](https://github.com/cocos2d/cocos2d-x/blob/cocos2d-x-3.4/CHANGELOG) * v3.0 Release Notes can be found here: [v3.0 Release Notes](https://github.com/cocos2d/cocos2d-x/blob/cocos2d-x-3.0/docs/RELEASE_NOTES.md) # Requirements ## Runtime Requirements * Android 2.3 or newer * iOS 5.0 or newer * OS X 10.7 or newer * Windows 7 or newer * Windows Phone 8 or newer * Linux Ubuntu 14.04 or newer ## Compiler Requirements * Xcode 5.1 or newer for iOS or Mac * gcc 4.9 or newer for Linux * ndk-r10c for Android * Visual Studio 2012 or newer for Windows (win32) * Visual Studio 2012 or newer for Windows Phone 8 ## How to run tests ### Mac OSX & iOS * Enter `cocos2d-x/build` folder, open `cocos2d_test.xcodeproj` * Select `iOS` or `OS X` target in scheme toolbar * Click `run` button ### Android You can run the samples... **Using command line:** $ cd cocos2d-x $ ./setup.py $ cd build $ ./android-build.py cpp-empty-test -p 10 $ adb install cocos2d-x/tests/cpp-empty-test/proj.android/bin/CppEmptyTest-debug.apk Then click item on Android device to run tests. Available value of `-p` is the API level, cocos2d-x supports from level 10. **Using Eclipse:** $ cd cocos2d-x $ ./setup.py $ cd build $ ./android-build.py cpp-empty-test -p 10 Then * Import cocos2d-x Android project into Eclipse, the path used to import is `cocos/2d/platform/android` * Import `cpp-empty-test` Android project into Eclipse, the path used to import is `tests/cpp-empty-test/proj.android` * Build `cpp-empty-test` Android project and run ### Windows * Enter `cocos2d-x/build`, and open `cocos2d-win32.vs2012.sln` * Select `cpp-empty-test` as running target * Click run button ### Linux $ cd cocos2d-x/build $ ./install-deps-linux.sh $ cd ../.. Then $ mkdir build $ cd build $ cmake ../cocos2d-x $ make -j4 Run $ cd bin/cpp-empty-test $ ./cpp-empty-test ## How to start a new game Please refer to this document: [ReadMe](../README.md) # v3.5beta0 ## Highlights of v3.5beta0 ## Features in detail ### 3D Particles It allows to import particles from Particle Universe (http://www.fxpression.com). The usage of particles is as follow, Option 1, create 3D particle with particle (.pu) file and material file ```c++ auto rootps = PUParticleSystem3D::create("lineStreak.pu", "pu_mediapack_01.material"); addChild(rootps); rootps->startParticleSystem(); ``` Option 2, you can also create 3d particle with particle (.pu) file only, it will load all the material files in the material path ```c++ auto rootps = PUParticleSystem3D::create("advancedLodSystem.pu"); addChild(rootps); rootps->startParticleSystem(); ``` For more information, please refer to `cpp-tests/Particle3DTest`