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# Axmol Engine ## A Multi-platform Engine for Mobile, Desktop and Xbox. [Axmol Engine](https://axmol.dev) is an open-source, C++ multi-platform engine designed for mobile devices, desktop, and Xbox, well-suited for 2D game development. It was launched in November 2019 as a fork of Cocos2d-x v4.0. Please [visit our Wiki](https://github.com/axmolengine/axmol/wiki) to know more about Axmol. *** [![Latest Release](https://img.shields.io/github/v/release/axmolengine/axmol?include_prereleases&label=release)](https://github.com/axmolengine/axmol/releases) [![LICENSE](https://img.shields.io/badge/license-MIT-blue.svg)](LICENSE) [![Codacy Badge](https://app.codacy.com/project/badge/Grade/81fa1aba09ab41a98b949064b928d06e)](https://www.codacy.com/gh/axmolengine/axmol/dashboard?utm_source=github.com&utm_medium=referral&utm_content=axmolengine/axmol&utm_campaign=Badge_Grade) [![cxxstd](https://img.shields.io/badge/cxxstd-c++20-8A2BE2.svg)](https://github.com/axmolengine/axmol) [![Build Status](https://github.com/axmolengine/axmol/workflows/build/badge.svg)](https://github.com/axmolengine/axmol/actions?query=workflow%3Abuild) [![WASM Build Status](https://ci.appveyor.com/api/projects/status/4slq965fwhbaidnc?svg=true&passingText=wasm%20-%20passing)](https://ci.appveyor.com/project/halx99/axmol) ![issues](https://img.shields.io/github/issues/axmolengine/axmol?style=plastic) ![forks](https://img.shields.io/github/forks/axmolengine/axmol?style=plastic) ![stars](https://img.shields.io/github/stars/axmolengine/axmol?style=plastic) ![GitHub code size in bytes](https://img.shields.io/github/languages/code-size/axmolengine/axmol?style=plastic) [![PRs Welcome](https://img.shields.io/badge/PRs-welcome-blue.svg)](https://github.com/axmolengine/axmol/pulls) [![Discord](https://img.shields.io/discord/1099599084895088670?label=discord)](https://discord.gg/QjaQBhFVay) [Chinese ver. / 简体中文](README_CN.md) *** ## Building * [Download the latest release](https://github.com/axmolengine/axmol/releases) / [Mirror](https://gitee.com/simdsoft/axmol) * [How to install](docs/DevSetup.md) If you have a Cocos2d-x project, migrating to Axmol Engine is easy. We have prepared a [Migration Guide](https://github.com/axmolengine/axmol/wiki/Cocos2d%E2%80%90x-migration-guide). ## Learning and docs * [Documentation](https://axmol.dev/manual/latest/) * [Axmol Wiki](https://github.com/axmolengine/axmol/wiki) * [Tutorials Page](https://github.com/axmolengine/axmol/wiki/Tutorials) * [Frequently Asked Questions](https://github.com/axmolengine/axmol/wiki/FAQ) ## General information Axmol Engine has iterated and improved over the Cocos2d-x v4.0 base. Now is faster and more capable, while staying lightweight. [Check a comparative here](https://github.com/axmolengine/axmol/wiki/Axmol-vs-Cocos2d%E2%80%90x). **Supported platforms**: * Mobile: iOS, Android * Desktop: Windows, Linux, macOS, tvOS * Console: Xbox (Universal Windows Platform) * Web: WebAssembly (Preview: [Axmol tests](https://axmol.netlify.app/wasm/cpp-tests/cpp-tests) / [FairyGUI tests](https://axmol.netlify.app/wasm/fairygui-tests/fairygui-tests)) **Languages**: * C++ * Lua **Renderer backends**: * Metal for macOS, iOS and tvOS * OpenGL 3.3+ for Linux, macOS and Win32 * OpenGL ES 2.0+ for Android * OpenGL ES 3.0+ for iOS and tvOS * ANGLE GLES 3.0+ for Win32 and UWP * WebGL 2.0 (OpenGL ES 3.0): WASM **Architectures**: * iOS/tvOS (x64, arm64) * Android (x86, x64, armv7, arm64) * Windows (x86, x64) * Linux (x64) * OSX (x64, arm64) * UWP (x64, arm64) * Wasm32 **Supported 2D physics engines** ([more info here](https://github.com/axmolengine/axmol/wiki/2D-Physics-Engines-informations)): * Box2D * Box2D-optimized * Chipmunk2D **Supported 3D physics engines**: * Bullet Physics SDK **Included extensions**: * FairyGUI * ImGUI * Spine * Live2D * Effekseer * And more! Check our [Extensions Wiki Page](https://github.com/axmolengine/axmol/wiki/Extensions) [More extensions created by our community](https://github.com/axmolengine/axmol/wiki/Made-in-Axmol) ## Features Some highlights: - **New MediaPlayer**: render video as texture2D using MediaEngine. [More info in our Wiki](https://github.com/axmolengine/axmol/wiki/Media-Player). - Windows video player support (based on Microsoft Media Foundation) - **WebAssembly support** (by @nowasm) - Preview: [Axmol tests](https://axmol.netlify.app/wasm/cpp-tests/cpp-tests) - **Universal Windows Platform** (UWP) support for Xbox consoles - **Apple M1 and Android x64 support** (by @pietpukkel) - **Windows x64 build support** - Improved Windows workflow, supporting linking with engine prebuilt libs. Please read the [Windows workflow guide](https://github.com/axmolengine/axmol/issues/564). - Refactored AudioEngine, OpenAL for all platforms: - [OpenAL Soft](https://github.com/kcat/openal-soft) (pass `-DAX_USE_ALSOFT=ON` to CMake to force enabling it) - [OpenAL.framework](https://opensource.apple.com/tarballs/OpenAL) (if no `AX_USE_ALSOFT` option specified, cmake script will choose it on OSX/iOS/tvOS, even though it was marked as deprecated is still available) - Implemented all .wav formats supported by OpenAL Soft (MS-ADPCM, ADPCM, etc.) - Refactored UserDefault with [mio](https://github.com/mandreyel/mio) - [Upstream Version License](thirdparty/README.md) - Third-party: - Third-party license overview, for easier publishing of your commercial apps based on Axmol framework. - Some links to third party libs which support axmol too. - [Upstream Version License](extensions/README.md) - Extensions: - Extensions license overview, for easier publishing of your commercial apps based on Axmol framework. - Reimplemented HttpClient based on yasio for concurrent http requests processing. - Modularized all optional extensions, move from engine core folder to an extensions folder. - Use Google [Angle](https://github.com/google/angle) as default renderer backend on Windows. - Using GL loader Glad. - Using [pugixml](https://pugixml.org) - Using [curl](https://github.com/curl/curl) for transferring data with URL syntax - Using SAX parser for .plist files - ASTC 4x4 / 6x6 / 8x8 support (if hardware decoding is not supported, then software decoding is used) - ETC2 RGB / RGBA support (if hardware decoding is not supported, then software decoding is used) Please read the [full list of changes since Cocos2d-x v4.0](CHANGELOG.md). See the [Milestones](https://github.com/axmolengine/axmol/milestones) for planned features. ## Contributions How to contribute: * Suggestions, bug fixes, and improvements are highly appreciated! - [Instructions for contributing](CONTRIBUTING.md) - [Collaborators list](AUTHORS.md) * Please do not forget to add the topic `axmol` and `axmolengine` to any related repository you create! * Adding a star on GitHub will help Axmol grow as well. Thank you! If you find **Axmol Engine** helpful, please consider donating in [Open Collective](https://opencollective.com/axmol) or in [GitHub Sponsors](https://github.com/sponsors/axmolengine). Thank you very much! ## Community Our community is growing! Please join us at: * [GitHub Discussions](https://github.com/axmolengine/axmol/discussions) (preferred way for questions and discussing the engine) * [Discord](https://discord.gg/QjaQBhFVay) * [Reddit](https://www.reddit.com/r/axmol/) In order to see some of our community works, please check our Axmol Showcase: [Made in Axmol](https://github.com/axmolengine/axmol/wiki/Made-in-Axmol) ## Reference links - [1kiss](https://github.com/simdsoft/1kiss): A cross-platform one step build powershell script, with auto setup general dependent tools. - [axmolengine/glslcc](https://github.com/axmolengine/glslcc): A fork of glslcc, for Axmol new shader workflow tool. - [Official Cocos2d-x](https://github.com/cocos2d/cocos2d-x) ## Axmol Stats ![Alt](https://repobeats.axiom.co/api/embed/6fcb8168a3af91ba9e797a1f14a3c2edc42ac56a.svg "Repobeats analytics image")