Axmol Engine – A Multi-platform Engine for Desktop, XBOX (UWP) and Mobile games. (A radical fork of Cocos2d-x-4.0)
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README.md

adxe

Codacy Badge dev LICENSE

Windows Build Status Android Build Status iOS Build Status Linux Build Status macOS Build Status

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 and some more (see 'Highlight Features' for more info).

View code with vscode online:

  • github1s
  • github1s

简体中文

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

  • Windows x64 build support
  • Reimplement HttpClient based on yasio for process http request concorrently.
  • More clearly third-party libs 'Upstream-Version-License' for easy to publish your commercial apps based on adxe. Also some links to third party libs which supporting adxe too.
  • Refactor AudioEngine, OpenAL for all platforms
    • OpenAL Soft, pass -DBUILD_DEP_ALSOFT=ON to cmake to force enable it
    • OpenAL.framework, if no BUILD_DEP_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
  • 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
  • Google angle renderer backend support
  • C++ 14 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 file
  • Spine-3.8 support
  • Extension FairyGUI support
  • ASTC 4x4/6x6/8x8 support (if hardware decoder not present, use software decoder)
  • ETC2 RGB/RGBA support (if hardware decoder not present, use software decoder)
  • Supported 2D physics engines (see also Wiki):
    • Box2D
    • Box2D-optimized
    • Chipmunk2D
  • Supported 3D physics engines:
    • Bullet Physics SDK
  • ImGui integrated, easy to write game embedded tools, very ease to use, please read ImGuiEXT

Open Wiki for additional information and see Milestones for planed feature too.

Quick Start

Common Requirement Python

  • Python-2.7.17+, Python-3.7+

Prerequisites

  1. Enter adxe root directory
  2. Run python setup.py, restart console after finish

Windows (64/32 bit Visual Studio 2019/2022)

  1. Install CMake 3.14+

  2. Install Visual Studio 2019/2022 (it's recommend you use only this versions)

  3. Execute follow command at 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

Build excecutable on command line (e.g. cpp-tests): msbuild .\build\adxe.sln -target:cpp-tests -maxCpuCount

Android

  1. Install Android Studio 4.2+
  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 adxe\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 r19c+
    • 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+ & cmake3.21+ 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

    • for any device
      cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=cmake/ios.mini.cmake
    • for arm64:
      cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=cmake/ios.mini.cmake -DCMAKE_OSX_ARCHITECTURES=arm64
    • for armv7,arm64 combined:
      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_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

    • The code sign required to run ios app on device, just change bundle identifier until the auto manage signing solved
    • adxe only provide 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 use TLS

Contributing guide

https://github.com/adxeproject/adxe/discussions/411

The adxe Active Contributors

  • @halx99
  • @rh101
  • @aismann
  • @weiwest

Fullly changes since cocos2d-x-4.0

  • [HIGHLIGHT] Implement Windows WebView using WebView2 Edge Chromium, thanks to @rh101
  • [HIGHLIGHT] Windows x64 build support
  • [HIGHLIGHT] Support custom texture atlas formats, thanks to @rh101
  • [HIGHLIGHT] Downloader realtime md5 checksum calculation support
  • [HIGHLIGHT] Decompress astc parallel support
  • [HIGHLIGHT] Reimplement HttpClient based on yasio for concurrent http request support
  • [HIGHLIGHT] Improve Lua RTTI performance and less memory cost
  • [HIGHLIGHT] Virtual File System support, thanks to @rh101
  • [HIGHLIGHT] Refactor lua loader, speed up 30%+
  • [HIGHLIGHT] Update plainlua version to 5.4.3
  • [HIGHLIGHT] Use Openal-Soft for all platform
  • [HIGHLIGHT] Refactor UserDefault with mio, speed up 100x+
  • [HIGHLIGHT] Implement all .wav formats supported by Openal-Soft, such as MS-ADPCM, ADPCM
  • [HIGHLIGHT] Use modern GL loader Glad
  • [HIGHLIGHT] Google angle renderer backend support
  • [HIGHLIGHT] Update codebase to C++ 17 standard
  • [HIGHLIGHT] Remove tinyxml2
  • [HIGHLIGHT] Use fast pugixml
  • [HIGHLIGHT] Spine-3.6~4.0 support
  • [HIGHLIGHT] ASTC 4x4/6x6/8x8 support (if hardware decoder not present, use software decoder)
  • [HIGHLIGHT] ETC2 RGB/RGBA support (if hardware decoder not present, use software decoder)
  • [HIGHLIGHT] ImGui integrated for PC platforms
  • [HIGHLIGHT] Extension FairyGUI support
  • [HIGHLIGHT] Use curl for transferring data with URL syntax
  • [HIGHLIGHT] Modularize all optional extension, move from engine core to folder extensions
  • [HIGHLIGHT] Improve thirdparty libs building, 99% of them build from sources or github actions with latest toolchain, see also: adxeproject/buildware
  • [HIGHLIGHT] Add new API Director::setChildrenIndexerEnabled for speed up getChildByTag & getChildByName support
  • [HIGHLIGHT] Add new API FontFreeType::setStreamParsingEnabled for stream parsing support, it's very useful for reduce memory cost when load large .ttf font file
  • [HIGHLIGHT] Remove all unnecessary std::nothrow stubs
  • [NEW] Add int64_t/uint64_t support for cocos2d::Value
  • [FIX] Fix uniform location mismatch when more than 1 spine with different shaders
  • [FIX] Fix imgui draw frame cause afterimage when game scene nothing to draw
  • [FIX] Set global Z value of label debug layer to be the same as the parent label to fix display issue
  • [FIX] Use TTF scaled metrics to calculate line height, thanks to @rh101
  • [FIX] Fix Memory leak in ShaderModuleGL::getErrorLog(), thanks to @Xrysnow
  • [FIX] Fix console output text encoding for win32
  • [FIX] Fix charset process for fontName on win32
  • [FIX] Fix Crash on ParticleBatchNode::updateProgramStateTexture()
  • [FIX] Fix Crash on SpriteBatchNode::appendChild when CC_SPRITE_DEBUG_DRAW==1
  • [FIX] Fix Lua can't get unsigned char or unsigned int values of ValueMap
  • [FIX] Fix crash on AudioEngine::end after the Director was destroyed
  • [FIX] Fix font atlas will leak when it does not exist in the atlas cache, thanks to @rh101
  • [FIX] Fix ScrollView shows incorrect position in vertical direction some time, thanks to @wzhengsen
  • [REFINE] CCValue move construct and assign with std::string support
  • [REFINE] Improve windows dev workflow, use working directory instead copy resources to build binary directory
  • [REFINE] Add lua debug project file to lua project template
  • [REFINE] Remove lua 64bit spec search path, since we can compile compatible bytecode for both plainlua and luajit
  • [REFINE] Put stats labels to safe origin to make sure we can see it integral at some mobile device
  • [REFINE] Improve cmake scripts
  • [REFINE] Replace deprecated repo jcenter with mavenCentral
  • [REFINE] Lua-5.4 compatible
  • [REFINE] Improve cmdline-tools
  • [REFINE] Ensure label underline node has the same global Z value as the label node to fix visibility issue when global Z is not 0
  • [REFINE] Improve android astc support check
  • [REFINE] Improve the "Physics part" (#379), thanks to @aismann
  • [REFINE] Rename command line to to adxe
  • [REFINE] Update imgui to 1.84 WIP
  • [REFINE] Rename thirdparty folder external to thirdparty
  • [REFINE] Building plainlua as dll on windows always for debugger happy to debug app quickly
  • [REFINE] Fix some audio test case can't hear sound
  • [REFINE] Avoid OS_WINDOWS conflict with system macro
  • [REFINE] Update OpenSSL to v3.0.1
  • [REFINE] Update FreeType to latest
  • [REFINE] Use Freetype SDF render when label distance field enabled
  • [REFINE] Always enable string pooling for msvc on cmake
  • [REFINE] Change DrawNode api color parameters from Color4F to low Color4B
  • [REFINE] Improve DrawNode GC allocs