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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README.md

EGNX

Build Status Windows Build Status

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

Purpose Summary:

  • C++14/17
  • forcus on native game dev only
  • Remove unnecessary sources
  • Fix bugs ASAP
  • Review PR ASAP
  • If you have any other excellent goals, welcome
  • Excellent PRs from any guys are welcome, I will review & merge ASAP

Highlight Features:

  • Refactor AudioEngine, OpenAL for all platforms, and on iOS, can switch to openal-soft through -DCC_USE_ALSOFT_ON_APPLE since Apple mark OpenAL framework deprecated on iOS12
  • Refactor UserDefault with mio, very fast
  • Modularize all optional extension, all move from engine core to folder extensions
  • Add engine extension 'fairygui' support
  • Implement all .wav formats supported by openal-soft, such as MS-ADPCM, ADPCM...
  • Use modern gl loader glad to instead glew
  • Add google angle renderer backend support
  • Set default C++ standard to 14
  • Set min deploy target ios sdk to 9.0
  • Remove tinyxml2, use more fast pugixml instead
  • Use curl for HttpClient,Downloader on all platforms
  • Use SAX parser for all plist file, remove apple platform spec for getValueMapFromFile stubs

Roadmap

Quick Start

Windows

  1. Install CMake 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)
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:
    brew update
    brew install git
    brew install cmake
    brew install autoconf
    brew install automake
    brew install libtool
  1. Execute follow command
    sudo xcode-select -switch /Applications/Xcode.app/Contents/Developer
  2. Generate xcode project
  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
  1. 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