axmol/README.md

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# Axmol Engine
## A Multi-platform Engine for Desktop, XBOX (UWP) and Mobile games. (A fork of Cocos2d-x-4.0)
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> ⚠️⚠️⚠️ NOTICE ⚠️⚠️⚠️
>
> This branch still at an early develop phase, and the main goals is:
> - OpenGL3/GLES3 support
> - The GLES2 support was dropped
> - Mesh instancing draw support
> - Use glslcc as shader workflow, write shader by ESSL310, build to target platforms: MSL for Apple(macOS/iOS/tvOS), ESSL300 for Android, ANGLE, GLSL330 for Desktop GL
> - Improve ProgramManager for loading custom shader program more easy
> - Many other improvements: refer to #1279
**[简体中文](README_CN.md)**
## Supported Platforms
| Build | Status (github) |
|-------|-----------------|
| Windows(win32,winuwp,win32-clang)|[![Win32 CI](https://github.com/axmolengine/axmol/actions/workflows/windows.yml/badge.svg)](https://github.com/axmolengine/axmol/actions/workflows/windows.yml)|
| Android | [![Android Build Status](https://github.com/axmolengine/axmol/workflows/android/badge.svg)](https://github.com/axmolengine/axmol/actions?query=workflow%3Aandroid)|
| iOS |[![iOS Build Status](https://github.com/axmolengine/axmol/workflows/ios/badge.svg)](https://github.com/axmolengine/axmol/actions?query=workflow%3Aios)|
| tvOS |[![tvOS Build Status](https://github.com/axmolengine/axmol/workflows/tvos/badge.svg)](https://github.com/axmolengine/axmol/actions?query=workflow%3Atvos)|
| Linux |[![Linux Build Status](https://github.com/axmolengine/axmol/workflows/linux/badge.svg)](https://github.com/axmolengine/axmol/actions?query=workflow%3Alinux)|
| macOS |[![macOS Build Status](https://github.com/axmolengine/axmol/workflows/osx/badge.svg)](https://github.com/axmolengine/axmol/actions?query=workflow%3Aosx)|
## New MediaPlayer
The new `ui::MediaPlayer`(renamed from `ui::VideoPlayer`) render video as Texture2D with designed corss-platform MediaEngine, the MediaEngine inspired from microsoft
media foundation `IMFMediaEngine`, the `MediaPlayer` support all platforms which axmol engine does.
| Target Platform | Video Compress Format | Video Pixel Format | Container Format | Backend |
|-----------------------|-----------------------|----------------------|----------------- |--------------------|
| Windows Desktop | H264, HEVC, VP90 | YUY2, NV12, RGB32 | .mp4,.mkv,.webm | IMFMediaSession |
| Windows UWP | H264, HEVC, VP90 | BGR32 | .mp4,.mkv,.webm | IMFMediaEngine |
| Apple macOS | H264, HEVC(hvc1) | NV12, BGR32 | .mp4 | AVFoundation |
| Apple tvOS | H264, HEVC(hvc1) | NV12, BGR32 | .mp4 | AVFoundation |
| Apple iOS | H264, HEVC(hvc1) | NV12, BGR32 | .mp4 | AVFoundation |
| Android | H264, HEVC | NV12 | .mp4,.mkv,.webm | ExoPlayer2 |
| Linux | H264, HEVC | NV12 | .mp4,.mkv,.webm | libVLC |
## Building
View the [Dev setup instructions](docs/DevSetup.md).
## Highlighted Features
- Windows UWP support, refer to: https://github.com/axmolengine/axmol/pull/1108
- Add apple M1, android x64 support, contributed by @pietpukkel
- Improve windows workflow, support linking with engine prebuilt libs, read [windows workflow guide](https://github.com/axmolengine/axmol/issues/564)
- Windows video player support (based on microsoft media foundation)
- Windows x64 build support
- Reimplement HttpClient based on yasio for concurrent http requests processing.
- ['Upstream-Version-License'](thirdparty/README.md) Third-party
- Third-party license overview for easier publishing of your commercial apps based on axmol framework.
- Some links to third party libs which support axmol too.
- ['Upstream-Version-License'](extensions/README.md) Extensions
- Extensions license overview for easier publishing of your commercial apps based on axmol framework.
- Spine-3.8 support
- ```FairyGUI``` support
- DragonBones support
- Live2D support
- **ImGui integrated, easy to write game embedded tools, very easy to use, read [ImGui](extensions/ImGui/README.md) for more info**
- Refactor AudioEngine, OpenAL for all platforms
- [OpenAL Soft](https://github.com/kcat/openal-soft), pass -DAX_USE_ALSOFT=ON to cmake to force enabling it
- [OpenAL.framework](https://opensource.apple.com/tarballs/OpenAL), if no ```AX_USE_ALSOFT``` option specified, cmake script will choose it on osx/ios/tvos, even though it was marked as deprecated, but still available.
- Refactor UserDefault with [mio](https://github.com/mandreyel/mio)
- Modularize all optional extensions, move from engine core folder to an extensions folder
- Implement all .wav formats supported by ```OpenAL Soft```, such as MS-ADPCM, ADPCM, ...
- Use a modern GL loader ```Glad```
- Google [angle](https://github.com/google/angle) renderer backend support
- C++ 17/20
- IOS/TVOS 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 files
- ASTC 4x4/6x6/8x8 support (if hardware decoding is not supported, then software decoding is used)
- ETC2 RGB/RGBA support (if hardware decoding is not supported, then software decoding is used)
- Supported 2D physics engines (see also [APPENDIX.md](APPENDIX.md)):
- Box2D
- Box2D-optimized
- Chipmunk2D
- Supported 3D physics engines:
- Bullet Physics SDK
[Read Full changes since cocos2d-x-4.0](CHANGELOG)
Open [APPENDIX.md](APPENDIX.md) for additional information and see [Milestones](https://github.com/axmolengine/axmol/milestones) for planed features too.
## Reference links
- [build1k](https://github.com/axmolengine/build1k), the axmol prebuilt build-bot
- [axmolengine/glslcc](https://github.com/axmolengine/glslcc), a fork of glslcc for axmol new shader workflow tool
- [Some interesting related projects based on axmol](https://github.com/axmolengine/axmol/discussions/694)
- [Axmols contributing guide](https://github.com/axmolengine/axmol/discussions/411)
- [Official Cocos2d-x](https://github.com/cocos2d/cocos2d-x)
## The axmol Active Stats
![Alt](https://repobeats.axiom.co/api/embed/6fcb8168a3af91ba9e797a1f14a3c2edc42ac56a.svg "Repobeats analytics image")