# Engine-x [![dev](https://img.shields.io/badge/v1.0.0-alpha19-yellow.svg)](https://github.com/c4games/engine-x/releases) [![LICENSE](https://img.shields.io/badge/license-MIT-blue.svg)](https://github.com/c4games/engine-x/blob/master/LICENSE) [![Android Build Status](https://github.com/c4games/engine-x/workflows/android/badge.svg)](https://github.com/c4games/engine-x/actions?query=workflow%3Aandroid) [![iOS Build Status](https://github.com/c4games/engine-x/workflows/ios/badge.svg)](https://github.com/c4games/engine-x/actions?query=workflow%3Aios) [![Windows Build Status](https://github.com/c4games/engine-x/workflows/win32/badge.svg)](https://github.com/c4games/engine-x/actions?query=workflow%3Awin32) [![Linux Build Status](https://github.com/c4games/engine-x/workflows/linux/badge.svg)](https://github.com/c4games/engine-x/actions?query=workflow%3Alinux) [![macOS Build Status](https://github.com/c4games/engine-x/workflows/osx/badge.svg)](https://github.com/c4games/engine-x/actions?query=workflow%3Aosx) **This is another more radical fork of *Cocos2d-x-4.0*, use OpenAL for all platforms, single texture multi GPU texture handler, C++ 14/17 and some more (see 'Highlight Features' for more info).** **[简体中文](README_CN.md)** ### Purpose Summary * C++ 14/17 * Focus on native game dev (quick starting, easy to use, fast) * Bugfixes ASAP * Usefull PRs from **you** are welcome (review/merge ASAP) ### Highlight Features * **More clearly third-party libs ['Upstream-Version-License'](external/README.md) for easy to publish your commercial apps based on engine-x** * Refactor AudioEngine, OpenAL for all platforms * [OpenAL Soft](https://github.com/kcat/openal-soft), pass -DBUILD_EXT_ALSOFT=ON to cmake to force enable it * [OpenAL.framework](https://opensource.apple.com/tarballs/OpenAL), if no ```BUILD_EXT_ALSOFT``` option specified, cmake script will choose it on osx/ios, even through it was mark as deprecated, but still available. * Refactor UserDefault with [mio](https://github.com/mandreyel/mio) * Modularize all optional extension, move from engine core to folder extensions * Implement all .wav formats supported by ```OpenAL Soft```, such as MS-ADPCM, ADPCM, ... * Use modern GL loader ```Glad``` * Google [angle](https://github.com/google/angle) renderer backend support * C++ 14 standard * IOS 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 file * Spine-3.8 support * Extension ```FairyGUI``` support * ASTC 4x4/6x6/8x8 support (if hardware decoder not present, use software decoder) * ETC2 RGB/RGBA support (if hardware decoder not present, use software decoder) * **ImGui integrated, easy to write game embedded tools, very ease to use, please read [ImGuiEXT](extensions/ImGuiEXT/README.md)** ### [Roadmap](issues/1) ### Quick Start Open [Wiki](https://github.com/c4games/engine-x/wiki) for additional information too. #### Common Requirement [Python](https://www.python.org/downloads/) * Python-2.7.17+, Python-3.7+ #### Prerequisites 1. Enter ```engine-x``` root directory 2. Run ```python setup.py```, restart console after finish #### Windows 1. Install [CMake](https://cmake.org/) 3.14+ 2. Install Visual Studio 2019 build (it's strong recommend you use 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 4.0+ 2. When first start Android Studio, It will guide you to install sdk and other tools, just install them 3. Start Android and choose [Open an existing Android Studio Project] to open ```engine-x\tests\cpp-tests\proj.android``` 4. Start Android Studio and Open [Tools][SDKManager], then switch to ```SDK Tools```, check the ```Show Package Details```, choose follow tools and click the button ```Apply``` to install them: * Android SDK Platform 29 r5 * Android SDK Build-Tools 29.0.2 * NDK r16b+ * CMake 3.10+ 5. Waiting for ```Gradle sync``` finish. 6. Remark: If you use non-sdk provided CMake edition, you need download ```ninja``` from https://github.com/ninja-build/ninja/releases, and copy ```ninja.exe``` to cmake's bin directory #### iOS 1. Ensure xcode11+ & [cmake3.14+](https://github.com/Kitware/CMake/releases) installed, install cmake command line support: ```sudo "/Applications/CMake.app/Contents/bin/cmake-gui" --install``` 2. Execute follow command ```sudo xcode-select -switch /Applications/Xcode.app/Contents/Developer``` 3. Generate xcode project ```sh # for any device cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=cmake/ios.mini.cmake # for device combined armv7,arm64 # cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=cmake/ios.mini.cmake "-DCMAKE_OSX_ARCHITECTURES=armv7;arm64" # for simulator x86_64 # cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=cmake/ios.mini.cmake -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64 ``` 4. After cmake generate finish, you can open xcode project at ```build``` folder and run cpp-tests or other test targets. 5. Notes - **The code sign required to run ios app on device, just change bundle identifier until the auto manage signing solved** - **engine-x only provide armv7, arm64, x86_64 prebuilt libraries for ios** ### Notes * ThreadLocalStorage (TLS) - ios x86 simulator ios>=10 and engine-x no longer provide x86 libraries - ios x64 or devices (armv7, arm64) ios sdk>=9.0 - the 'OpenAL Soft' maintained by kcat use TLS ### Reference links * Official Cocos2d-x: https://github.com/cocos2d/cocos2d-x