# cocos2d-x v3.4 Release Notes # **Table of Contents** *generated with [DocToc](http://doctoc.herokuapp.com/)* - [cocos2d-x v3.3 Release Notes](#) - [Misc Information](#) - [Requirements](#) - [Runtime Requirements](#) - [Compiler Requirements](#) - [How to run tests](#) - [Mac OSX & iOS](#) - [Android](#) - [Windows](#) - [Linux](#) - [How to start a new game](#) - [v3.3](#) - [v3.3rc2](#) - [Highlights of v3.3rc2](#) - [Notes of v3.3rc1](#) - [v3.3rc1](#) - [Highlights of v3.3rc1](#) - [Notes of v3.3rc0](#) - [v3.3rc0](#) - [Highlights of v3.3rc0](#) - [Features in detail](#) - [Light](#) - [Spine runtime](#) - [AssetsManagerEx](#) - [Application::openURL](#) - [ClippingRectangleNode](#) - [Facebook platform support](#) - [v3.3beta0](#) - [Highlights of v3.3beta0](#) - [Features in detail](#) - [BillBoard](#) - [Triangles command](#) - [WebView](#) - [New audio](#) - [v3.3alpha0](#) - [Highlights of v3.3alpha0](#) - [Features in detail](#) - [Camera](#) - [Reskin](#) - [Attachment](#) - [Better support for FBX](#) - [New fbx-conv](#) - [AABB, OBB and Ray](#) - [ui::Scale9Sprite](#) - [c++11 random support](#) - [RenderTexture save function](#) - [Primitive](#) - [Consistent way to set GL context attributes](#) - [Only two libraries left](#) # Misc Information * Full Changelog: https://github.com/cocos2d/cocos2d-x/blob/cocos2d-x-3.3/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) # v3.4beta0 ## Highlights of v3.4beta0 ## Features in detail