# engine-x [![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 game engine, use opanal for all platforms, single texture multi gpu texture handler, c++17... The readme of cocos2d-x v4: https://github.com/simdsoft/engine-x/blob/master/README.ccv4.md ### Goals summary: 1. C++17 2. forcus on native game dev only 3. Remove unnecessary sources 4. Fix bugs ASAP 5. Review PR ASAP 6. If you have any other excellent goals, welcome 7. Excellent PRs from any guys are welcome, I will review & merge ASAP ### preprocessors notes: ```txt CC_STATIC _USRDLL _USEGUIDLL _USREXDLL _EXPORT_DLL_ _USRSTUDIODLL _USRSTUDIOPDLL ``` ### Refactor core & extensions libs - [ ] engine-x-core.dll(node tree, multi-renderer-backends, filesystem, audio, platform spec, and other): - [x] 1. Refactor audio engine, OpenAL for all platforms. - [x] 2. Remove SimpleAudio - [ ] 3. Remove offthread file operation - [x] 4. Remove getSutiableFOpen, avoid reduce performance, there is another better solution for support: ```just doesn't convert path to utf-8 in FileUtils manually implementation``` - [x] 5. Refactor CCDownloader, curl for all platforms, don't use scheduler to retrive progress info, make it more reuseable - [ ] 7. Refactor engine-x-3rd, all compile as vs2019 MSVC 19.22.27905.0 - [x] 8. minizip-1.2.0 - [x] 9. ccMessageBox - [x] 10. BMP support with stb_image - [x] 11. Remove unused libuv - [ ] 12. Reorder child support - [x] 13. Remove tinyxml2 dep, use pugixml instead - [x] 14. Use xsxml for SAX parser only - [x] 15. Multi meta textures v1.0 - [x] 16. ProgramStateRegistry - [ ] 17. Optimize CCFileUtils - [ ] 18. ANGLE support. - [x] 19. Use curl for HttpClient all platforms - [ ] 20. AES encrypt system - [x] 21. Remove xxtea - [x] 22. Remove rapidxml dep - [x] 23. fix etc1 alpha test case, content size incorrect - [ ] 24. Since we use fully c++11 feature which the compiler must support u8 prefix, so remove getSuitableFopen, you should always add u8 prefix at program when your path contains non ascii charactors. - [x] 25. ASTC 4x4, 8x8 support for all platforms. - [x] 26. Refine backend sources. - [x] 27. Refactor UserDefault based on file mapping with aes-cfb encrypt support. - [x] 28. Fix OpenGL error 0x501 when load incorrect & unused shader. - [x] 29. Fix OpenGL error 0x501 when use compressd texture on device, caused by backend TextureGL: initWithZeros - [ ] XX1. Cache ProgramState or use object_pool - [ ] XX2. Remove socket.io websockets, use yasio for socket connection solution - [ ] XX3. Fully streaming play for all media file: .mp4, .mp3, .ogg, .wav - [ ] XX4. Streaming load for .ttf with freetype2 - [x] XX5. Remove CCB(already removed in v4) - [ ] XX6. Sync 3rd bin - [ ] XX7. Purely offthread load texture, use shared gl context - [ ] XX8. Use git submodule to manage 3rd libs. - [ ] Upgrade 3rd stubs to latest stable edition for all platforms - [ ] zlib to 1.2.11 -------------------------------------------------------------------------- - [ ] engine-x.ui.dll: The original v3-ui framework may remove in the future - [ ] engine-x.ext.lib: old GUI ui(could be remove), physics-nodes, pu3d - [ ] engine-x.dragonbones.lib - [ ] engine-x.ccs20.dll: x-studio - [ ] engine-x.ccs21.dll: x-studio - [ ] engine-x.xs.dll: x-studio - [ ] engine-x.spine.lib ---------------------------------------------------------------------------- - [ ] engine-x-lua.lib: - [x] Lua53 compat - [ ] make lua test works well - [ ] Remvoe luasocket, use yasio for socket connection solution --------------------------------------------------------------------------- !!! Custom APK support, don't compress .mp4, .mp3, .ogg, .wav, .ttf --------------------------------------------------------------------------- !!!! future of future: - [ ] Use sol2 for binding framework instead tolua++ - [ ] Use bgfx for multi renderer backend support ### 快速开始 #### windows 安装CMake,要求3.6以上
根据安装的 Visual Studio 版本,执行下面的命令,解决方案就生成在 build 目录下了。
打开cpp-tests.sln,编译运行。
``` cd engine-x\tests\cpp-tests cmake -S .\ -B .\build -G “Visual Studio 14 2015 Win32” or cmake -S .\ -B .\build -G “Visual Studio 16 2019” -A Win32 ``` #### android 安装 Android Studio (推荐3.5.3),打开 SDKManager,安装下列工具。
打开project,目录在engine-x\tests\cpp-tests\proj.android
等待Gradle sync完成后,Build APKs,安装运行
``` LLDB 推荐3.1 CMake 推荐 3.10.2 NDK 推荐 20.1 ``` 如果报缺少Ninja, 从https://github.com/ninja-build/ninja/releases下载, 拷贝Ninja.exe到Cmake的bin目录即可 #### ios 确保最新版xcode已安装 安装brew: ```/usr/bin/ruby -e "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/master/install)"``` brew安装完成后,确保如下工具安装: ```sh brew update brew install git brew install cmake brew install autoconf brew install automake brew install libtool ``` 执行如下命令确保cmake能成功生成xcode工程: ```sudo xcode-select -switch /Applications/Xcode.app/Contents/Developer``` 生成xcode工程, 进入engine-x根目录执行如下命令: ```sh mkdir build cd build cmake .. -GXcode -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator ``` 之后就可以用xcode打开, 选择cpp-tests编译运行,其他targets目前均无法编译或运行 ### QQ交流群 点击链接加入群聊【engine-x交流群】:https://jq.qq.com/?_wv=1027&k=nvNmzOIY