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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Sergey Shambir 1c52517770 CocosDenshion: added effects customization for 7 platforms.
1. Pitch/pan/gain support on iOS, Mac, Linux+FMOD, Android+SoundPool;
2. Unified OpenAL code with pitch/pan/gain on Linux, Tizen, Blackberry,
Native Client;
3. Bug fixed: rewindBackgroundMusic() no longer stops music on unified
OpenAL engine.
4. Optional mp3 support for Linux+OpenAL (OPENAL_MP3 make option);
5. Pan/gain (not pitch) support for Android+OpenES.
6. Reorganized CocosDenshion tests in TestCpp.

Known issues:
1. No support for windows, emscrippten, marmalade.
2. No pitch effect on Android+OpenES. It requires backend redesign:
http://code.google.com/p/android/issues/detail?id=24592
2013-06-29 13:44:16 +04:00
CocosDenshion CocosDenshion: added effects customization for 7 platforms. 2013-06-29 13:44:16 +04:00
cocos2d-ios.xcworkspace issue #2336, Add a sample project with all plugins. 2013-06-28 11:46:39 +08:00
cocos2d-mac.xcworkspace updates cocos2d-mac workspace 2013-06-27 22:14:26 -07:00
cocos2dx CocosDenshion: added effects customization for 7 platforms. 2013-06-29 13:44:16 +04:00
document update version in doxygen configuration 2012-12-04 16:50:14 +08:00
extensions cocos2d-x in Mac: 2013-06-28 19:02:10 -07:00
external JS Tests compiles and links in Mac 2013-06-27 00:58:46 -07:00
licenses fixed #2270: Adding licenses of jsoncpp and sigslot. 2013-06-09 11:13:45 +08:00
plugin issue #2336, Modify the compiler of plugins project on ios. 2013-06-28 15:21:39 +08:00
samples CocosDenshion: added effects customization for 7 platforms. 2013-06-29 13:44:16 +04:00
scripting [AUTO] : updating submodule reference to latest autogenerated bindings 2013-06-29 04:35:21 +00:00
template Update target to android-10 for NDK code 2013-06-24 15:14:14 -07:00
tools Reverting submodules. 2013-06-29 11:45:16 +08:00
.gitignore Update .gitignore 2013-06-20 15:41:34 +09:00
.gitmodules Adding submodule of cocos2d-console to 'tools' folder. 2013-06-02 10:51:19 +08:00
.travis.yml Cleanup travis build scripts. 2013-06-24 22:55:15 -07:00
AUTHORS Update AUTHORS [ci skip] 2013-06-27 11:50:39 +08:00
CHANGELOG issue #2284: merge master and fixed some conflicts 2013-06-13 17:54:05 +08:00
Emscripten.TODO Add libjpeg linkage. 2013-05-06 22:28:13 -07:00
Makefile Share top level Makefile between emscripten, linux and nacl. 2013-06-25 11:45:01 -07:00
README.mdown Adding description for Tizen platform and change order between Korean name and ID. 2013-05-21 15:13:25 +09:00
build-emscripten.sh Share top level Makefile between emscripten, linux and nacl. 2013-06-25 11:45:01 -07:00
build-nacl.sh [NaCl] update build-nacl.sh 2013-06-20 12:56:15 -07:00
build-win32.bat [Win32] Updating build-win32.bat, it only supports vs2012 now. 2013-06-19 15:23:09 +08:00
cocos2d-win32.vc2012.sln Fixing a bug that vs express can't work. Reported at https://github.com/cocos2d/cocos2d-x/issues/2859 2013-06-10 21:20:44 +08:00
create-android-project.bat Added library dependence for create-android-project script. 2012-09-25 22:12:14 +08:00
create-android-project.sh debug script modified 2013-06-16 19:25:20 +08:00
install-deps-linux.sh Add .travis.yml 2013-04-29 16:46:51 -07:00
install-templates-xcode.sh issue #2257: make ios template work 2013-06-05 11:21:04 +08:00
make-all-linux-project.sh Add .travis.yml 2013-04-29 16:46:51 -07:00

README.mdown

cocos2d-x

Build Status

cocos2d-x is a multi-platform 2D game framework in C++, branched on cocos2d-iphone and licensed under MIT. The master branch on github uses OpenGL ES 2.0 rendering, while the old gles11 branch uses OpenGL ES 1.1 rendering. Currently we focus on gles20 developmenet.

Supported Platforms

  • iOS: stable, well tested on iOS 5.x ~ 6.x SDK.
  • Android: stable, well tested on 2.0~4.x, ndk r5 ~ r8. If you use gles20 branch or cocos2d-x v2.0 above, only android 2.3 and higher are supported
  • Windows Phone 8 and Win8 Metro: stable, it's in another repo http://github.com/cocos2d-x/cocos2dx-win8.
  • Bada: cocos2d-x v1.x supports Bada SDK 1.0 & 2.0. Bada support was deprecated since cocos2d-x v2.0.
  • BlackBerry: stable, contributed by staffs in RIM, supports Playbook & BB10.
  • Marmalade: stable since cocos2d-x v0.11.0, contributed by Marmalade's staff.
  • Native Client (NaCl): contributed by the Native Client authors.
  • Windows: stable, well tested on WinXP/Vista/Win7. Please upgrde the drive of your video card if you meet problems on OpenGL functions
  • Linux: support but not very stable.
  • Emscripten: Alpha-level. Most features implemented. Needs testing. Contributed by Zynga staff.
  • Tizen: Experimental. Essential features implemented. Needs more implementing. Contributed by Lee, Jae-Hong.

You can visit our continuous integration system http://ci.cocos2d-x.org to check the stability on edge version.

Supported Programming Languages

  • C++ is the major programming language of cocos2d-x. Tons of top-chart cocos2d-x games were written in C++.
  • Lua binding is also widely used. Glu mobile, Zynga, UCWEB, 4399, Renren Games are using lua on cocos2d-x.
  • Javascript binding is our recommendation since 2012 H2. Cocos2d community are cooperating on the same Javasciprt API on cocos2d-iphone/-x/-html5.

Documentations

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