# Engine-x [![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) [![dev](https://img.shields.io/badge/v1.0.0-alpha19-yellow.svg)](https://github.com/c4games/engine-x/releases) **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, etc.** **[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: * 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``` (instead of glew) * Add google angle renderer backend support * C++14 standard * IOS SDK 9.0 as minimal deployment * Use fast pugixml * Using curl for transferring data with URL syntax * Use SAX parser for all plist file * Spine-3.8 support * Add engine extension ```FairyGUI``` support * Add ASTC 4x4/6x6/8x8 support, if hardware decoder not present, use software decoder * Add 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](https://github.com/c4games/engine-x/issues/1) ### Quick Start #### 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 download-deps.py``` 3. Run ```python setup.py```, restart console after finish #### Windows 1. Install [CMake](https://cmake.org/) 3.14+ 2. Install Visual Studio 2019 build(we 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 a. **The code sign required to run ios app on device, just change bundle identifier until the auto manage siging solved** b. **engine-x only provide armv7,arm64,x86_64 prebuilt libraries for ios** ### 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