axmol/README.md

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# Engine-x
[![dev](https://img.shields.io/badge/v1.0.0-alpha19-yellow.svg)](https://github.com/c4games/engine-x/releases)
[![LICENSE](https://img.shields.io/badge/license-MIT-blue.svg)](https://github.com/c4games/engine-x/blob/master/LICENSE)
[![Android Build Status](https://github.com/c4games/engine-x/workflows/android/badge.svg)](https://github.com/c4games/engine-x/actions?query=workflow%3Aandroid)
[![iOS Build Status](https://github.com/c4games/engine-x/workflows/ios/badge.svg)](https://github.com/c4games/engine-x/actions?query=workflow%3Aios)
[![Windows Build Status](https://github.com/c4games/engine-x/workflows/win32/badge.svg)](https://github.com/c4games/engine-x/actions?query=workflow%3Awin32)
[![Linux Build Status](https://github.com/c4games/engine-x/workflows/linux/badge.svg)](https://github.com/c4games/engine-x/actions?query=workflow%3Alinux)
[![macOS Build Status](https://github.com/c4games/engine-x/workflows/osx/badge.svg)](https://github.com/c4games/engine-x/actions?query=workflow%3Aosx)
**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).**
**[简体中文](README_CN.md)**
### 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
* **More clearly third-party libs ['Upstream-Version-License'](external/README.md) for easy to publish your commercial apps based on engine-x**
* Refactor AudioEngine, OpenAL for all platforms
* [OpenAL Soft](https://github.com/kcat/openal-soft), pass -DBUILD_EXT_ALSOFT=ON to cmake to force enable it
* [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.
* Refactor UserDefault with [mio](https://github.com/mandreyel/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](https://github.com/google/angle) renderer backend support
* C++ 14 standard
* IOS SDK 9.0 as minimal deployment
* Use fast pugixml
* Use [curl](https://github.com/curl/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)
* **ImGui integrated, easy to write game embedded tools, very ease to use, please read [ImGuiEXT](extensions/ImGuiEXT/README.md)**
### [Roadmap](issues/1)
### Quick Start
Open [Wiki](https://github.com/c4games/engine-x-wiki) for additional information too.
#### Common Requirement [Python](https://www.python.org/downloads/)
* Python-2.7.17+, Python-3.7+
#### Prerequisites
1. Enter ```engine-x``` root directory
2. Run ```python setup.py```, restart console after finish
#### Windows
1. Install [CMake](https://cmake.org/) 3.14+
2. Install Visual Studio 2019 build (it's strong recommend you use 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 4.0+
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 ```engine-x\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+ & [cmake3.14+](https://github.com/Kitware/CMake/releases) 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 simulator x86_64:
```cmake -S . -B build -GXcode -DCMAKE_TOOLCHAIN_FILE=cmake/ios.mini.cmake -DCMAKE_OSX_SYSROOT=iphonesimulator -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**
- **engine-x only provide armv7, arm64, x86_64 prebuilt libraries for ios**
### Notes
* ThreadLocalStorage (TLS)
- ios x86 simulator ios>=10 and engine-x no longer provide x86 libraries
- ios x64 or devices (armv7, arm64) ios sdk>=9.0
- the 'OpenAL Soft' maintained by kcat use TLS
### Reference links
* Official Cocos2d-x: https://github.com/cocos2d/cocos2d-x