mirror of https://github.com/axmolengine/axmol.git
108 lines
5.4 KiB
Markdown
108 lines
5.4 KiB
Markdown
# Engine-x
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[![Android Build Status](https://github.com/c4games/engine-x/workflows/android/badge.svg)](https://github.com/c4games/engine-x/actions?query=workflow%3Aandroid)
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[![iOS Build Status](https://github.com/c4games/engine-x/workflows/ios/badge.svg)](https://github.com/c4games/engine-x/actions?query=workflow%3Aios)
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[![Windows Build Status](https://github.com/c4games/engine-x/workflows/win32/badge.svg)](https://github.com/c4games/engine-x/actions?query=workflow%3Awin32)
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[![Linux Build Status](https://github.com/c4games/engine-x/workflows/linux/badge.svg)](https://github.com/c4games/engine-x/actions?query=workflow%3Alinux)
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[![macOS Build Status](https://github.com/c4games/engine-x/workflows/osx/badge.svg)](https://github.com/c4games/engine-x/actions?query=workflow%3Aosx)
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[![dev](https://img.shields.io/badge/v1.0.0-alpha19-yellow.svg)](https://github.com/c4games/engine-x/releases)
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**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.**
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**[简体中文](README_CN.md)**
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### Purpose Summary:
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* C++14/17
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* Focus on native game dev (quick starting, easy to use, fast)
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* Bugfixes ASAP
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* Usefull PRs from **you** are welcome (review/merge ASAP)
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### Highlight Features:
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* **More clearly thirdparty libs Upstram & Version & License for easy to publish your commercial apps based on engine-x**
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* Refactor AudioEngine, OpenAL for all platforms
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* [openal-soft](https://github.com/kcat/openal-soft), pass -DBUILD_EXT_ALSOFT=ON to cmake to force enable it
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* [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.
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* Refactor UserDefault with [mio](https://github.com/mandreyel/mio)
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* Modularize all optional extension, move from engine core to folder extensions
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* Implement all .wav formats supported by ```openal-soft```, such as MS-ADPCM, ADPCM, ...
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* Use modern gl loader ```glad``` (instead of glew)
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* Add google angle renderer backend support
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* C++14 standard
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* IOS SDK 9.0 as minimal deployment
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* Use fast pugixml
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* Using curl for transferring data with URL syntax
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* Use SAX parser for all plist file
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* Spine-3.8 support
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* Add engine extension ```FairyGUI``` support
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* Add ASTC 4x4/6x6/8x8 support, if hardware decoder not present, use software decoder
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* Add ETC2 RGB/RGBA support, if hardware decoder not present, use software decoder
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* **ImGui integrated, easy to write game embedded tools, very ease to use, please read [ImGuiEXT](extensions/ImGuiEXT/README.md)**
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### [Roadmap](https://github.com/c4games/engine-x/issues/1)
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### Quick Start
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#### Common Requirement [python](https://www.python.org/downloads/)
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* python-2.7.17+, python-3.7+
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#### Prerequisites
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1. Enter ```engine-x``` root directory
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2. Run ```python download-deps.py```
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3. Run ```python setup.py```, restart console after finish
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#### Windows
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1. Install [CMake](https://cmake.org/) 3.14+
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2. Install Visual Studio 2019 build(we strong recommend you use this version)
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3. Execute follow command at command line(Console, Window Terminal or Powershell)
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```bat
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cd engine-x\
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cmake -S . -B build -G "Visual Studio 16 2019" -A Win32
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```
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#### Android
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1. Install Android Studio 4.0+
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2. When first start Android Studio, It will guide you to install sdk and other tools, just install them
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3. Start Android and choose [Open an existing Android Studio Project] to open ```engine-x\tests\cpp-tests\proj.android```
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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:
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* Android SDK Platform 29 r5
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* Android SDK Build-Tools 29.0.2
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* NDK r16b+
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* CMake 3.10+
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5. Waiting for ```Gradle sync``` finish.
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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
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#### iOS
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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```
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2. Execute follow command
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```sudo xcode-select -switch /Applications/Xcode.app/Contents/Developer```
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3. Generate xcode project
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```sh
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# for any device
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cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=cmake/ios.mini.cmake
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# for device combined armv7,arm64
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# cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=cmake/ios.mini.cmake "-DCMAKE_OSX_ARCHITECTURES=armv7;arm64"
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# for simulator x86_64
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# cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=cmake/ios.mini.cmake -DCMAKE_OSX_SYSROOT=iphonesimulator -DCMAKE_OSX_ARCHITECTURES=x86_64
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```
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4. After cmake generate finish, you can open xcode project at ```build``` folder and run cpp-tests or other test targets.
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5. Notes
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a. **The code sign required to run ios app on device, just change bundle identifier until the auto manage siging solved**
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b. **engine-x only provide armv7,arm64,x86_64 prebuilt libraries for ios**
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### Pitfalls
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* ThreadLocalStorage(TLS)
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- ios x86 simulator ios>=10
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- ios x64 or devices(armv7,arm64) ios sdk>=9.0
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- the openal-soft maintained by kcat use TLS
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### Reference links
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* engine-x-3rd: https://github.com/c4games/engine-x-3rd
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* official v4: https://github.com/cocos2d/cocos2d-x
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