axmol/README.md

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# 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 v4```, use opanal for all platforms, single texture multi gpu texture handler, c++14/17...**
**[简体中文](README_CN.md)**
### Goals summary:
1. C++14/17
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
### [Roadmap](https://github.com/c4games/engine-x/issues/1)
### Quick Start
#### Windows
1. Install [CMake](https://cmake.org/) 3.6+
2. Install Visual Studio 2019 build(we strong recommand you install this version)
3. Execute follow command at command line(Console, Window Terminal or Powershell)
```bat
cd engine-x\
cmake -S . -B build -G "Visual Studio 16 2019" -A Win32
```
#### Android
1. Install Android Studio 3.5.3+
2. Start Android and choose [Open an existing Android Studio Project] to open ```engine-x\tests\cpp-tests\proj.android```
3. Start Android Studio and Open [Tools][SDKManager] and install sdk tools:
LLDB 3.1+
CMake 3.10.2+
NDK 20.1+
4. Waiting for ```Gradle sync``` finish.
5. Remark: If missing Ninja, could be download from https://github.com/ninja-build/ninja/releases, then copy Ninja.exe to Cmake's bin directory
#### iOS
1. Ensure xcode11+ installed
2. Install brew: ```/usr/bin/ruby -e "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/master/install)"```
when finish, install follow tools:
```sh
brew update
brew install git
brew install cmake
brew install autoconf
brew install automake
brew install libtool
```
3. Execute follow command
```sudo xcode-select -switch /Applications/Xcode.app/Contents/Developer```
4. Generate xcode project
```sh
mkdir engine-x/build
cd engine-x/build
cmake .. -GXcode -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator
# for simulator64
# cmake .. -G Xcode -DCMAKE_TOOLCHAIN_FILE=../cmake/ios.toolchain.cmake -DPLATFORM=SIMULATOR64 -DENABLE_ARC=0 -DENABLE_BITCODE=0
# for (armv7, armv7s, arm64)
# cmake .. -G Xcode -DCMAKE_TOOLCHAIN_FILE=../cmake/ios.toolchain.cmake -DPLATFORM=OS -DENABLE_ARC=0 -DENABLE_BITCODE=0
# for device 64
# cmake .. -G Xcode -DCMAKE_TOOLCHAIN_FILE=../cmake/ios.toolchain.cmake -DPLATFORM=OS64 -DENABLE_ARC=0 -DENABLE_BITCODE=0
```
5. After cmake generate finish, you can open xcode project at ```build``` folder and run cpp-tests or other test targets.
### Pitfalls
* ThreadLocalStorage(TLS)
- ios x86 simulator ios>=10
- ios x64 or devices(armv7,arm64) ios sdk>=9.0
- the openal-soft maintained by kcat use TLS
### Reference links
* engine-x-3rd: https://github.com/c4games/engine-x-3rd
* official v4: https://github.com/cocos2d/cocos2d-x