mirror of https://github.com/axmolengine/axmol.git
80 lines
3.1 KiB
Markdown
80 lines
3.1 KiB
Markdown
# engine-x
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[![Build Status](https://travis-ci.com/c4games/engine-x.svg?branch=master)](https://travis-ci.com/c4games/engine-x)
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[![Windows Build Status](https://ci.appveyor.com/api/projects/status/4936wev2r2ot606s/branch/master?svg=true)](https://ci.appveyor.com/project/halx99/engine-x)
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**This is another more radical fork of ```cocos2d-x v4```, use opanal for all platforms, single texture multi gpu texture handler, c++14/17...**
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**[简体中文](README_CN.md)**
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### Goals summary:
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1. C++14/17
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2. forcus on native game dev only
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3. Remove unnecessary sources
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4. Fix bugs ASAP
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5. Review PR ASAP
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6. If you have any other excellent goals, welcome
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7. Excellent PRs from any guys are welcome, I will review & merge ASAP
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### [Roadmap](https://github.com/c4games/engine-x/issues/1)
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### Quick Start
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#### Windows
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1. Install [CMake](https://cmake.org/) 3.6+
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2. Install Visual Studio 2019 build(we strong recommand you install 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 3.5.3+
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2. Start Android and choose [Open an existing Android Studio Project] to open ```engine-x\tests\cpp-tests\proj.android```
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3. Start Android Studio and Open [Tools][SDKManager] and install sdk tools:
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LLDB 3.1+
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CMake 3.10.2+
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NDK 20.1+
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4. Waiting for ```Gradle sync``` finish.
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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
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#### iOS
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1. Ensure xcode11+ installed
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2. Install brew: ```/usr/bin/ruby -e "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/master/install)"```
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when finish, install follow tools:
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```sh
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brew update
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brew install git
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brew install cmake
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brew install autoconf
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brew install automake
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brew install libtool
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```
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3. Execute follow command
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```sudo xcode-select -switch /Applications/Xcode.app/Contents/Developer```
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4. Generate xcode project
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```sh
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mkdir engine-x/build
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cd engine-x/build
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cmake .. -GXcode -DCMAKE_SYSTEM_NAME=iOS -DCMAKE_OSX_SYSROOT=iphonesimulator
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# for simulator64
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# cmake .. -G Xcode -DCMAKE_TOOLCHAIN_FILE=../cmake/ios.toolchain.cmake -DPLATFORM=SIMULATOR64 -DENABLE_ARC=0 -DENABLE_BITCODE=0
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# for (armv7, armv7s, arm64)
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# cmake .. -G Xcode -DCMAKE_TOOLCHAIN_FILE=../cmake/ios.toolchain.cmake -DPLATFORM=OS -DENABLE_ARC=0 -DENABLE_BITCODE=0
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# for device 64
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# cmake .. -G Xcode -DCMAKE_TOOLCHAIN_FILE=../cmake/ios.toolchain.cmake -DPLATFORM=OS64 -DENABLE_ARC=0 -DENABLE_BITCODE=0
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```
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5. After cmake generate finish, you can open xcode project at ```build``` folder and run cpp-tests or other test targets.
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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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