01a215366f | ||
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.github | ||
cmake | ||
core | ||
docs | ||
examples/SimpleSnake | ||
extensions | ||
templates | ||
tests | ||
thirdparty | ||
tools | ||
.clang-format | ||
.gitattributes | ||
.gitignore | ||
APPENDIX.md | ||
AUTHORS | ||
CHANGELOG | ||
CMakeLists.txt | ||
CMakeOptions.md | ||
CONTRIBUTING.md | ||
LICENSE | ||
README.md | ||
README_CN.md | ||
install-deps-linux.sh | ||
setup.py |
README.md
adxe
This is another more radical fork of Cocos2d-x-4.0, it has Full Support OpenAL for all platforms, single texture multi GPU texture handler, C++ 17 and more! (see 'Highlighted Features' for more info).
View code with vscode online:
Purpose Summary
- C++ 17
- Focuses on native game dev (easy to use, fast deployment, intuitive)
- Bugfixes ASAP
Highlighted Features
- Improve windows workflow, support linking with engine prebuilt libs, read windows workflow guide
- Windows video player support (based on microsoft media foundation)
- Windows x64 build support
- Reimplement HttpClient based on yasio for concorrent http requests processing.
- clearer third-party libs 'Upstream-Version-License' for easier publishing of your commercial apps based on adxe. Also some links to third party libs which support adxe too.
- Refactor AudioEngine, OpenAL for all platforms
- OpenAL Soft, pass -DAX_USE_ALSOFT=ON to cmake to force enabling it
- OpenAL.framework, if no
AX_USE_ALSOFT
option specified, cmake script will choose it on osx/ios, even though it was marked as deprecated, but still available.
- Refactor UserDefault with mio
- Modularize all optional extensions, move from engine core folder to an extensions folder
- Implement all .wav formats supported by
OpenAL Soft
, such as MS-ADPCM, ADPCM, ... - Use a modern GL loader
Glad
- Google angle renderer backend support
- C++ 17 standard
- IOS SDK 9.0 as minimal deployment
- Use fast pugixml
- Use curl for transferring data with URL syntax
- Use SAX parser for all plist files
- Spine-3.8 support
- Extension
FairyGUI
support - 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)
- Supported 2D physics engines (see also APPENDIX.md):
- Box2D
- Box2D-optimized
- Chipmunk2D
- Supported 3D physics engines:
- Bullet Physics SDK
- ImGui 1.87 integrated, easy to write game embedded tools, very easy to use, read ImGui for more info
Read Full changes since cocos2d-x-4.0
Open APPENDIX.md for additional information and see Milestones for planed features too.
Quick Start
Common Requirement Python
- Python-2.7.17+, Python-3.7+
Prerequisites
- Enter
adxe
root directory - Run
python setup.py
, restart the console after it has finished for environment variables to take effect
Windows (64/32 bit Visual Studio 2019/2022)
-
Install CMake 3.14+
-
Install Visual Studio 2019/2022 (it's recommended that you only use these versions)
-
Execute the following commands in a command line (Console, Window Terminal or Powershell)
cd adxe
- for 32 bit Visual Studio 2019:
cmake -S . -B build -G "Visual Studio 16 2019" -A Win32
- for 64 bit Visual Studio 2019:
cmake -S . -B build -G "Visual Studio 16 2019" -A x64
- for 32 bit Visual Studio 2022:
cmake -S . -B build -G "Visual Studio 17 2022" -A Win32
- for 64 bit Visual Studio 2022:
cmake -S . -B build -G "Visual Studio 17 2022" -A x64
- for 32 bit Visual Studio 2019:
Build excecutable in a command line (e.g. cpp-tests):
msbuild .\build\adxe.sln -target:cpp_tests -maxCpuCount
Android
- Install Android Studio 2021.1.1+
- When starting Android Studio for the first time, It will guide you to install the SDK and other tools, just install them
- Start Android and choose [Open an existing Android Studio Project] and select
adxe\tests\cpp-tests\proj.android
- Start Android Studio and Open [Tools][SDKManager], then switch to
SDK Tools
, check theShow Package Details
, choose the following tools and click the buttonApply
to install them:- Android SDK Platform 29 r5
- Android SDK Build-Tools 29.0.2
- NDK r23c+
- CMake 3.10+
- Wait for
Gradle sync
finish. - Note: If you use non-sdk provided CMake edition, you will need to download
ninja
from https://github.com/ninja-build/ninja/releases, and copyninja.exe
to cmake's bin directory
iOS
-
Ensure xcode12+ & cmake3.21+ are installed, install cmake command line support:
sudo "/Applications/CMake.app/Contents/bin/cmake-gui" --install
-
Execute the following command
sudo xcode-select -switch /Applications/Xcode.app/Contents/Developer
-
Generate xcode project
- for arm64:
cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=$ADXE_ROOT/cmake/ios.mini.cmake -DCMAKE_OSX_ARCHITECTURES=arm64
- for armv7,arm64 combined:
cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=$ADXE_ROOT/cmake/ios.mini.cmake "-DCMAKE_OSX_ARCHITECTURES=armv7;arm64"
- for simulator x86_64:
cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=$ADXE_ROOT/cmake/ios.mini.cmake -DCMAKE_OSX_ARCHITECTURES=x86_64
- for arm64:
-
After cmake finishes generating, you can open the xcode project at
build
folder and run cpp-tests or other test targets. -
Notes
- The code signing is required to run the ios app on your device, just change the bundle identifier until the auto manage signing is solved
- adxe only provides armv7, arm64, x86_64 prebuilt libraries for ios
New Project
- Cpp:
adxe new -p org.adxe.hellocpp -d D:\dev\projects\ -l cpp --portrait HelloCpp
- Lua:
adxe new -p org.adxe.hellolua -d D:\dev\projects\ -l lua --portrait HelloLua
Notes
- ThreadLocalStorage (TLS)
- ios x86 simulator ios>=10 and adxe no longer provide x86 libraries
- ios x64 or devices (armv7, arm64) ios sdk>=9.0
- the 'OpenAL Soft' maintained by kcat uses TLS
Reference links
- Official Cocos2d-x Repo: https://github.com/cocos2d/cocos2d-x
Contributing guide
https://github.com/adxeproject/adxe/discussions/411
The adxe Active Contributors
- @halx99
- @rh101
- @aismann
- @weiwest