# EGNX [![Build Status](https://travis-ci.com/c4games/engine-x.svg?branch=master)](https://travis-ci.com/c4games/engine-x) [![Windows Build Status](https://ci.appveyor.com/api/projects/status/4936wev2r2ot606s/branch/master?svg=true)](https://ci.appveyor.com/project/halx99/engine-x) **This is another more radical fork of ```cocos2d-x v4```, use opanal for all platforms, single texture multi gpu texture handler, c++14/17...** **[简体中文](README_CN.md)** ### Purpose Summary: * C++14/17 * forcus on native game dev only * Remove unnecessary sources * Fix bugs ASAP * Review PR ASAP * If you have any other excellent goals, welcome * Excellent PRs from any guys are welcome, I will review & merge ASAP ### Highlight Features: * Refactor AudioEngine, OpenAL for all platforms, and on iOS, can switch to [openal-soft](https://github.com/kcat/openal-soft) through ```-DCC_USE_ALSOFT_ON_APPLE``` since Apple mark OpenAL framework ```deprecated``` on iOS12 * Refactor UserDefault with [mio](https://github.com/mandreyel/mio), very fast * Modularize all optional extension, all move from engine core to folder extensions * Add engine extension 'fairygui' support * Implement all .wav formats supported by ```openal-soft```, such as MS-ADPCM, ADPCM... * Use modern gl loader ```glad``` to instead glew * Add google angle renderer backend support * Set default C++ standard to 14 * Set min deploy target ios sdk to 9.0 * Remove tinyxml2, use more fast pugixml instead * Use curl for HttpClient,Downloader on all platforms * Use SAX parser for all plist file, remove apple platform spec for getValueMapFromFile stubs ### [Roadmap](https://github.com/c4games/engine-x/issues/1) ### Quick Start #### Windows 1. Install [CMake](https://cmake.org/) 3.6+ 2. Install Visual Studio 2019 build(we strong recommand you install this version) 3. Execute follow command at command line(Console, Window Terminal or Powershell) ```bat cd engine-x\ cmake -S . -B build -G "Visual Studio 16 2019" -A Win32 ``` #### Android 1. Install Android Studio 3.5.3+ 2. Start Android and choose [Open an existing Android Studio Project] to open ```engine-x\tests\cpp-tests\proj.android``` 3. Start Android Studio and Open [Tools][SDKManager] and install sdk tools: LLDB 3.1+ CMake 3.10.2+ NDK 20.1+ 4. Waiting for ```Gradle sync``` finish. 5. Remark: If missing Ninja, could be download from https://github.com/ninja-build/ninja/releases, then copy Ninja.exe to Cmake's bin directory #### iOS 1. Ensure xcode11+ installed 2. Install brew: ```/usr/bin/ruby -e "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/master/install)"``` when finish, install follow tools: ```sh brew update brew install git brew install cmake brew install autoconf brew install automake brew install libtool ``` 3. Execute follow command ```sudo xcode-select -switch /Applications/Xcode.app/Contents/Developer``` 4. Generate xcode project ```sh mkdir engine-x/build cd engine-x/build cmake .. -GXcode -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator # for simulator64 # cmake .. -G Xcode -DCMAKE_TOOLCHAIN_FILE=../cmake/ios.toolchain.cmake -DPLATFORM=SIMULATOR64 -DENABLE_ARC=0 -DENABLE_BITCODE=0 # for (armv7, armv7s, arm64) # cmake .. -G Xcode -DCMAKE_TOOLCHAIN_FILE=../cmake/ios.toolchain.cmake -DPLATFORM=OS -DENABLE_ARC=0 -DENABLE_BITCODE=0 # for device 64 # cmake .. -G Xcode -DCMAKE_TOOLCHAIN_FILE=../cmake/ios.toolchain.cmake -DPLATFORM=OS64 -DENABLE_ARC=0 -DENABLE_BITCODE=0 ``` 5. After cmake generate finish, you can open xcode project at ```build``` folder and run cpp-tests or other test targets. ### Pitfalls * ThreadLocalStorage(TLS) - ios x86 simulator ios>=10 - ios x64 or devices(armv7,arm64) ios sdk>=9.0 - the openal-soft maintained by kcat use TLS ### Reference links * engine-x-3rd: https://github.com/c4games/engine-x-3rd * official v4: https://github.com/cocos2d/cocos2d-x